Medium Undead, Lawful Evil
Armor Class 18 (breastplate)
Hit Points 333 (18d8 + 250)
Speed 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
20 (+5)
INT
13 (+1)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws STR +10, CON +11, WIS +8, CHA +10
Skills Acrobatics +8, Athletics +9, History +6, Religion +20
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 14
Languages Celestial, Common
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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

Spellcasting. Aten is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Aten has the following Paladin spells prepared:

1st level (4 slots): bane, command, compelled duel, wrathful smite

2nd level (3 slots): branding smite, hold person, spiritual weapon

3rd level (2 slots): counterspell

 

Actions

Multiattack. Aten uses his Awesome Presence, then makes one attack with Punishment and another using Slam.

Awesome Presence. Each creature of Aten's choice that is within 120 feet of him and aware of him must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Aten's Awesome Presence for the next 24 hours.

Punishment. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d8 + 4) bludgeoning damage. If the target is a living creature, it must succeed on a DC 15 Constitution saving throw or gain a level of exhaustion. Creatures with half their total hit points or fewer have disadvantage on the save.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (3d4+4) bludgeoning damage.

Annihilate. Aten releases a blast of energy in a 25 ft. cone. Each creature in that cone must succeed on a DC 16 Dexterity saving throw, taking 20 (4d10) force damage on a failed save, half as much on a successful one. This attack is blocked by cover.

Leap. Aten leaps in or out of combat, traveling a minimum of 10 ft. and a maximum of 50 ft. in a straight line. This action allows Aten to move over 1/2 cover.

Legendary Actions

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

Slam. Aten makes one attack with Slam

Leap. Aten leaps in or out of combat, traveling a minimum of 10 ft. and a maximum of 50 ft. in a straight line. This action allows Aten to move over low cover.

Punish (Costs 2 Actions). Aten makes one attack with Punishment.

Cast a Spell (Costs 2 Actions). Aten can cast one of his prepared spells.

Annihilate (Costs 2 Actions). Aten uses his Annihilate action.

Description

Phase 2 (200 hit points remaining). Aten's Leap action now lands violently. Creatures within 5 ft. of Aten's landing must succeed on a DC 12 Strength saving throw or be knocked prone. Additionally, Aten makes one more Punishment attack when using his multiattack. Finally, Aten recovers one use of Legendary Resistance if he is missing any.

Phase 3 (100 hit points remaining). Aten's Annihilate action now fires three beams of radiant energy. Each has +6 to hit and deals 3 (1d6) radiant damage. Additionally, Aten gains a powerful aura. Each creature that is not behind cover and starts its turn within 15 ft. of Aten take 6 (1d12) radiant damage. Finally, Aten recovers one use of Legendary Resistance if he is missing any.

Lair and Lair Actions

A Fallen God's Lair

As you enter the crypt, the faint pounding becomes louder.  The stone gate groans as it opens, filling the air with dust.  Within the crypt are scattered bits of rubble standing on a sand-covered floor.  At the far end of the room is a large throne, the stone reliefs worn beyond recognition.  Sitting on this throne is a skeletal figure clad in coarse linens, ceremonial armor, and wearing a golden mask.  A pulsing red glow emanates from its chest. The figure slowly raises its head.

Lair Actions

On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; Aten can’t use the same effect two rounds in a row.

  • Summon 4 (1d4+1) Sand Warriors on unoccupied spaces within 30 ft. of Aten and direct line of sight.  Using this lair action while sand warriors are still active replenishes the hit points of any Sand Warriors that are still alive as well as summoning new ones.  Only 5 Sand Warriors can exist at a time.
  • Aten creates a patch of magical quicksand in an area of 10 square feet. Any creatures in the area must succeed on a DC 13 Strength saving throw or be restrained.  A creature can repeat this saving throw at the beginning of each of their turns.  The area becomes difficult terrain after the initial effect wears off.
  • Until initiative count 20 on the next round, Aten can split the damage he takes among his Sand Warriors, if any are alive. The damage is split as evenly as possible, with the DM deciding where damage is allotted in the case of a tie.

Regional Effects

Aten's pyramid is warped in any of the following ways by his dark presence:

  • Food instantly molders and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled — wine turning to vinegar, for instance.
  • Divination spells cast within the lair by creatures other than Aten have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.

If Aten is destroyed, these regional effects end immediately.

Monster Tags: undead

Habitat: Desert

TheKingLlama

Comments

Posts Quoted:
Reply
Clear All Quotes