Medium Fiend (Devil), Chaotic Evil
Armor Class 22 natural armor
Hit Points 261 (18d10 + 162)
Speed 30 ft.
STR
28 (+9)
DEX
24 (+7)
CON
28 (+9)
INT
20 (+5)
WIS
20 (+5)
CHA
25 (+7)
Saving Throws STR +15, DEX +13, CON +15, INT +11, WIS +11, CHA +13
Skills Athletics +17, History +14, Intimidation +15
Damage Resistances Bludgeoning, Slashing
Senses Darkvision 50, Passive Perception 15
Languages Common, Infernal
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance: War has advantage on saving throws against spells and other magical effects.

Infernal Blade: War's weapon attacks are magical. When War hits with any weapon, the weapon deals an extra 6d8 force damage.

Master of Chaos: War feeds on chaos and conflict, and in turn feeds back into it, making everyone in his vicinity violent and unwilling to compromise. Persuasion rolls made within 60 feet of War are made at disadvantage. In addition, at the beginning of each of War's turns, he regains 20 hit points, and his attacks deal an additional 1d6 force damage.

 

Actions

Multiattack: War makes two greatsword attacks.

Greatsword: Melee Weapon Attacks: +15 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage, plus 27 (6d8) force damage.

Call to Arms: All enemies within 30 feet must make a DC 18 Wisdom saving throw. On a failed save, the enemies can only spend their next action making melee attacks against War.

Legendary Actions

War can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. War regains spent legendary actions at the start of its turn.

Greatsword: War makes an attack with his greatsword.

Tide of Chaos (Costs 2 Actions): War uses his power over chaos to turn allies against each other. One target must make a DC 18 Wisdom saving throw. On a failed save, the target must attack its closest ally for 1 minute or until its hit points are reduced to 0.

Magcargo02

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