Medium Humanoid, Lawful Neutral
Armor Class 21 abyssal plate
Hit Points 350 (35d8 + 175)
Speed 40 ft.
STR
24 (+7)
DEX
15 (+2)
CON
20 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +14, DEX +9, CON +12, WIS +10
Skills Athletics +14, Insight +10, Intimidation +8, Perception +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft., Truesight 60 ft., Passive Perception 20
Languages Abyssal, Celestial, Common, Infernal
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If War fails a saving throw, it can choose to succeed instead.

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

Magic Weapons. War's weapon attacks are magical.

Rider of the Red Horse. As an action, War can call forth his faithful steed, Ruin. He appear in an open space withing 30 feet of War in a burst of flames. It costs no movement for War to mount and dismount Ruin. When on Ruin, Chaoseater does an extra 2d8 of damage.

Abyssal Armor. War's armor allows his weapon attacks to heal his wounds. War regains 15 hit points whenever hit hits with a weapon attack.

Chaos Form. Once per day as an action, War can infuse himself with chaos energies, turning himself into a powerful behemoth. War grows to a Large size and gains resistance to all damage, but loses access to his reactions and legendary actions. This transformation lasts for 3 rounds, and War gains 100 temporary hit points. Any leftover temporary hit points disappears when the transformation ends.

Actions

Multiattack. War makes two weapon attacks with Chaoseater or Wrath Blade.

Chaoseater. Melee Weapon Attack: +17 to hit, reach 5 ft., 1 target. Hit: 18 (2d8 + 10) slashing damage plus 7 (2d6) fire damage.

Wrath Blade (Only in Chaos form). Melee Weapon Attack: +17 to hit, reach 5 ft., 1 target. Hit: 36 (4d12 + 12) slashing damage plus 14 (4d6) fire damage.

Crossblade. Ranged Weapon Attack: +15 to hit, range 30/60 ft., 1 target. Hit: 14 (2d6 + 8) slashing damage. A creature hit by the Crossblade must roll a DC 20 Dexterity saving throw or the blade comes back around and strikes them again, dealing another 6 (2d6) slashing damage.

Reactions

Parry. War adds +5 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

 

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.

Slash (Costs 1 Action). War makes one attack with Chaoseater.

Dash (Costs 1 Action). War immediately moves half his movement in a direction. While on Ruin, tthe distance is up to Ruin's movement in a direction. Any creature in the way of the charge must make a DC 17 Dexterity saving throw or take 10 (3d6) fire damage and be knocked prone.

Blade Geyser (Costs 2 actions). War strikes the ground, causing blades to spring up around him. All creature within 10 feet of War must make a DC 17 Dexterity saving throw or suffer 20 (5d8) piercing damage, taking half as much on a success.

Stoneskin (Cost 2 actions). War covers himself in a molten layer of stone, increasing his AC by 3 until the start of his next turn.

 

 

 

Description

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Previous Versions

Name Date Modified Views Adds Version Actions
5/29/2020 7:06:03 AM
10
0
1.5
Coming Soon
Vyatsimir

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