Level
1st
Casting Time
10 Actions Ritual
Range/Area
Sight
Components
None
Duration
Until Dispelled
School
Conjuration
Attack/Save
None
Damage/Effect

Using this 1st level slot you can summon ares the zodiac  
spell takes 10 minutes of ritual prep time. Creature stays on current plain until it reaches 0 hp or is dispelled. 

Ares (Ram)
Large celestial, neutral
Armor Class 11 Leather Armor
Hit Points: 19(3d10+3)
Speed: 40 ft.
STR
12(+1)
DEX
10(+0)
CON
11(+0)
INT
2(-4)
WIS
10(+0)
CHA
5(-3)
Damage Vulnerabilities: Cold
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Fire
Condition Immunities: Charmed, Exhaustion, Grappled, Poisoned
Senses: Darkvision 30 ft, Truesight 30ft, Passive Perception 10
Languages: Abyssal, Celestial, Telepathy up to 60 ft
Challenge1/2 (100 XP)

Charge. Ares  moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Sure-Footed. Ares has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Fire Form. Ares can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, Ares can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. Ares  sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet Ares moves in water, or for every gallon of water splashed on it, it takes 1d4 cold damage.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 3) bludgeoning damage.

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

 
   

Previous Versions

Name Date Modified Views Adds Version Actions
8/1/2022 11:44:23 PM
13
2
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Coming Soon

Available For: Cleric (Legacy) Druid (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Owlthewise1

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