Legendary Resistance (2/Day). When Horus fails a saving throw, she can choose to succeed instead.
Innate Spellcasting. Horus can innately cast the following spells, requiring no components (spell save DC 18, +10 to hit with spell attacks).
At will: Resistance, Frostbite, guiding bolt
3/day: Mirror image, Wind wall, Healing Spirit
1/day: Ice storm, Counterspell
Multiattack. Horus makes two attacks, only one of which can be Eye of Horus.
Eye of Horus. Horus targets a creature that she can see within 120 feet of her. The creature must make a DC 17 Wisdom or take 22 (4d10) radiant damage and be stunned.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Bow of Horus. Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 10 (1d10 + 5) piercing damage, plus 10 (3d6) radiant damage.
Horus 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. Horus regains spent legendary actions at the start of her next turn.
Move. Horus move up to her speed without provoking opportunity attacks.
Swift Retribution. Horus attacks with her Bow of Horus.
Swirling Winds (Costs 2 actions). Horus creates whirlwinds in a 30 foot radius that she can see within 120 feet of herself. Each creature in the whirlwinds radius must make a DC 18 strength saving throw or take 14 (3d8) bludgeoning damage and be knocked prone.
Comments