| Mod | Save | ||
|---|---|---|---|
| STR | 28 | +9 | +16 |
| DEX | 20 | +5 | +12 |
| CON | 26 | +8 | +15 |
| Mod | Save | ||
|---|---|---|---|
| INT | 24 | +7 | +7 |
| WIS | 22 | +6 | +13 |
| CHA | 26 | +8 | +15 |
Acheronic Incarnation. The bellumarch exists in constant gravitational flux. Difficult terrain does not affect it, and ranged attacks against it are made with disadvantage within 30 feet due to warping space.
Sibling of the Cosmic Pantheon. The bellumarch always knows the direction and distance to all other siblings if they are on the same plane.
War-Mind Supreme. All hostile creatures within 60 feet have disadvantage on Intelligence, Wisdom, and Charisma saving throws as their thoughts are overwhelmed by battlefield logic and domination pressure.
Aura of Subjugation. Hostile creatures that start their turn within 20 feet must succeed on a DC 23 Wisdom saving throw or be frightened and restrained until the end of their next turn.
Endless Conquest Protocol. When a hostile creature drops to 0 hit points within 60 feet, the bellumarch gains 20 temporary hit points and can immediately move up to half its speed.
Legendary Resistance (3/ Day, or 4 in Lair). If the bellumarch fails a saving throw, it can choose to succeed instead.
Multiattack. The bellumarch makes three attacks: one horned gore, one claw, and one crushing strike.
Horned Gore (Argali Crown). Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 9) piercing damage plus 18 (4d8) force damage.
Claw (Lion Talons). Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 32 (4d10 + 9) slashing damage.
Crushing Strike (Jackal Execution). Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 34 (4d10 + 9) bludgeoning damage, and the target must succeed on a DC 23 Constitution saving throw or have its speed reduced to 0 and be stunned until the end of its next turn.
Cataclysmic Command (Recharge 5–6). The bellumarch releases a war-decree pulse in a 60-foot radius. Each hostile creature must make a DC 23 Wisdom saving throw. On a failure: 63 (14d8) psychic + force damage and the creature is dominated (as dominate monster) until the end of its next turn. On a success: Half damage and not dominated.
Mark of Dominion. One creature the bellumarch can see within 60 feet is marked for conquest for 1 minute:
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The bellumarch has advantage on attacks against it
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The target has disadvantage on saving throws
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The target’s movement speed is halved
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If the target drops to 0 HP, it cannot be revived for 1 minute without divine magic
Imperial Override. When the bellumarch is targeted by a spell, it can force the caster to succeed on a DC 23 Intelligence saving throw or the spell fails and the caster takes 18 (4d8) psychic damage.
The bellumarch can take 3 (4 in Lair) legendary actions, choosing from the options below.
Conquest Step. Move up to 30 feet.
Sovereign Strike. Make one claw or gore attack.
War Protocol (Costs 2 Actions). All hostile creatures within 30 feet must succeed on a DC 23 Wisdom saving throw or be frightened and have disadvantage on attack rolls until the end of their next turn.
Description
The Bellumarch Sovereign stands in a tall, two-legged feminine humanoid form, blending:
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The regal mane, predatory power, and dominance posture of a lion
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The massive spiraled horns and armored crown of an argali ram
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The sleek facial structure, sharp eyes, and ruthless elegance of a jackal
Her body is layered with iron-black chitin, glowing red war-runes, and floating acheronic metal fragments orbiting her form. Her eyes burn with cold, tactical intelligence.
Her presence feels like standing in a battlefield before the first strike.
Silent.
Tense.
Inevitable.
Lore
Bellumarch Sovereigns are born from the collision-cores of Acheron — forged where iron cubes smash together and entire armies die screaming.
She is not chaos.
She is not rage.
She is order through annihilation.
Where the Triarch defines law, the Bellumarch enforces it.
Where the Terrarch protects life, the Bellumarch conquers it.
Where the Verdantarch changes fate, the Bellumarch crushes it into shape.
She believes peace is simply perfect conquest.
Temperament
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Cold, calculating, absolute
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Views all beings as assets or obstacles
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Respects strength, discipline, and order
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Despises randomness and mercy
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Sees war as sacred structure
Where Parties Might Encounter Her
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Leading an Acheronic war-host
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Commanding iron cube legions
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Enforcing planar militarization
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Subjugating a Material Plane empire
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As a final antagonist of a war campaign
Often heralded by drums without sound and gravity shifting.
In-World Saying
“Judgment decides.
Light reveals.
Shadow ends.
Fate bends.
The world endures.
But war…
War organizes everything.”
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