Headshot. The Advanced Paladin-290's attacks score a critical hit on a roll of 18, 19, or 20.
Legendary Resistance (3/Day). If the Advanced Paladin-290 fails a saving throw, it can choose to succeed instead.
Magic Weapons. The Advanced Paladin-290's weapon attacks are magical.
Charge. If the Advanced Paladin-290 moves at least 10 feet straight toward a target and then hits it with his Slam on the same turn, the target takes an extra 13 (2d12) slashing damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Hardlight Shield. The Advanced Paladin-290-290 has 30 temporary hit points. If it does not receive damage for 3 rounds (18 seconds), it regains these temporary hit points.
Siege Monster. The Advanced Paladin-290 deals double damage to objects and structures.
Missile Barrage(Recharge 5–6). The Proto-Atlesian Paladin launches 16 missiles from it's back at a point it can see within 120 feet. Each creature within a 40 foot radius must make a DC 22 Dexterity saving throw, taking 132 (24d10) fire damage on a failed save, or half as much damage on a successful one.
Multiattack. The Atlesian Paladin-290 makes either two Slam attacks or two Hardlight shot's.
Hardlight Shot. Ranged Weapon Attack: +14 to hit, range (1,000/2,000), one target. Hit: 60 (8d12 + 8) force damage. Each attack with this weapon targets all creatures within 15 ft. of the target. For every 5 ft. these "secondary targets" are from the initial target, they take (1d12) less damage.
Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 60 (8d12 + 8) bludgeoning damage.
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