Level
9th
Casting Time
1 Action
Range/Area
40 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Divination
Attack/Save
None
Damage/Effect

You can summon an ancient army from long ago. They have a single initiative count, saving throws, and other relevant statistics as detailed below. Once their hit points reach zero or the caster’s concentration is broken, the Ancient Army will return to their era. They can exist out of combat.

their stats are:

hp: 230, ac 21 (plate) speed 20.

str: 23 dex: 20 con: 28 int: 22 wis: 14 cha: 21

saves

Strength +14, Dexterity +11, Constitution +13, Wisdom +11

 

  • Magic Resistance: The Ancient Army has advantage on saving throws against spells and other magical effects.

  • Temporal Shield: The Ancient Army has a shimmering aura that distorts time. As a reaction, it can reduce the damage from an incoming attack or spell by 20 (can be used once per round).

 

Actions:

  • Multiattack: The Ancient Army makes three melee attacks with its Chronal Strike.

  • Chronal Strike: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) force damage.

  • Temporal Wave (Recharge 5-6): The Ancient Army releases a pulse of ancient energy. Each creature of the army’s choice within 60 feet must make a DC 20 Dexterity saving throw, taking 55 (10d10) force damage and being pushed 20 feet away on a failed save, or half as much damage and not being pushed on a successful one.

  • Time Stop (1/Day): if The Ancient Army has fewer than half of its hp it can cast Time Stop without expending a spell slot.

 

 

* - (any army related object, the dm must be okay with your chosen object)

Available For: Wizard (Legacy) - School of Divination (Legacy)

masaitama2

Comments

Posts Quoted:
Reply
Clear All Quotes