Atomic Resistance. Atomix has advantage on saving throws against spells and other magical effects. Additionally, Atomix has a damage threshold of 10, meaning that Atomix ignores the damage of attacks or other effects which deal 10 damage or less (though other effects may still apply, such as a monk's Stunning Strike).
Atomic Weapons. Atomix's weapon attacks are considered magical for the purposes of overcoming resistances and immunities. When Atomix hits with a melee weapon, the weapon deals an extra 4d8 radiant damage (included in the attack) due to the nuclear energy flowing through it.
Nuclear Light. Atomix glows bright light in a 10 foot radius and dim light 10 feet beyond that.
Punch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 14 (4d8) radiant damage. The target must succeed on a DC 18 Strength saving throw or be pushed back 10 feet.
Haa-Mee-Na! Ranged Weapon Attack: +10 to hit, reach 60/120 ft., one target. Hit: 35 (4d12 + 9) radiant damage.
Nuclear Winner! (1/long rest). Atomix sends out a burst of nuclear energy in a 60 foot radius around itself. All creatures within this radius (except Atomix) must make a DC 18 Dexterity saving throw, taking 42 (12d6) radiant damage on a failed save, or half as much damage on a successful one. The explosion can be heard up to a mile away and sheds bright light in a 500-foot radius.
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