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.
Multiattack. War makes two greatsword attacks.
Action Melee Attack. Melee Weapon Attack: +15 to hit, reach 5 ft., 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.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Tide of Chaos (Cost 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.
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