Gargantuan Swarm of Gargantuan monstrosities, Any Lawful Alignment
Armor Class 22 Natural armor
Hit Points 20 (22d20)
Speed 300 ft., Climb 300 ft., Fly 300 ft., Swim 300 ft., Walk 1 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, DEX +19, CON +19, INT +19, WIS +19, CHA +19
Skills Arcana +30, Deception +30, History +30, Nature +30, Sleight of Hand +30
Damage Resistances All damage but Force, Radiant, and Psychic
Senses Blindsight, Darkvision, Tremorsense, Truesight, Passive Perception 22
Languages Can speak every language
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The Aten is a 30-level spellcaster. Its spellcasting ability is [+30] (spell save DC 19, +14 to hit with spell attacks). The [Aten] has following [Wizard] spells prepared:
Cantrips (at will): [Gamma ray ultima], [Blindness of the gods] 
30st level (infinite slots): [Grabbing of the fire type], [Phase change] 

Actions

Action Name. Arms of destiny 

Action Melee Attack. Melee Weapon Attack: +10 to hit, reach 10 ft., # target. Hit: 3 (2d100 + 3) [Acid] damage. 

Action Ranged Attack. RangedWeapon Attack: +20 to hit, range 1/200 ft., # target. Hit: +3 (1d100 + 2) [Fire] damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

The Sun's flight

While triggering opportunity attacks, the god can fly away in the course of one turn. Thus stopping anyone from gaining EXP.

Reactions

Reaction Name. Once in a battle, the creature can dodge every attack made on it

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A sun with tentacle like creature begins levitating slightly as it's heat becomes present. It was better not to attack the monotheist Egyptian god but here you are about to be sent to osiris.

Lair and Lair Actions

The bright sky comes through a cave as the Aten is resting awake inside, the uneasiness of the situation is present.

Lair Actions

On initiative count 1 (losing initiative ties), the [Aten] takes a lair action to cause one of the following effects; the [Aten] can’t use the same effect two rounds in a row:

  • Extreme heatwave, everybody must roll a dexterity saving throw every 5 turns from when the lair action begins.
  • Darkness of invisibility, any source of light is destroyed as it is night.

Regional Effects

The region containing a legendary[Aten]’s lair is [very bright], which creates one or more of the following effects:

  • Temporary blindness, must roll a dexterity saving throw to see.
  • Arms of the underworld, all creatures 10 feet or closer will have a 60% chance of taking 2d10 damage on arrival.

If the [Aten] dies, these effects fade over the course of 5d27 days.

Monster Tags: Devil

Habitat: ArcticDesert

Jack_BOMBardier

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