Large Celestial, Lawful Good
Armor Class 22 Natural Armor
Hit Points 310 (27d10 + 162)
Speed 40 ft., Fly 60 ft.
STR
26 (+8)
DEX
18 (+4)
CON
23 (+6)
INT
22 (+6)
WIS
24 (+7)
CHA
26 (+8)
Saving Throws STR +16, DEX +12, CON +14, WIS +15, CHA +16
Skills Insight +13, Perception +13, Religion +12
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120ft, Passive Perception 23
Languages All Telepathy 120 ft
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Divine Awareness. Amun-Ra knows if he hears a lie.

Innate Spellcasting. Amun-Ra's spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components:

At will: Detect Evil and Good, Detect Magic, Lesser Restoration, Remove Curse
3/day each: Dispel Evil and Good, Greater Restoration, Heal, Sunbeam
1/day each: Control Weather, Divine Word, Sunburst

Magic Resistance. Amun-Ra has advantage on saving throws against spells and other magical effects.

Magic Weapons. Amun-Ra’s weapon attacks are magical.

Actions

Multiattack. Amun-Ra makes three attacks: two with his Staff of Ra and one with his Radiant Burst.

Staff of Ra. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 8) bludgeoning damage plus 18 (4d8) radiant damage.

Radiant Burst. Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 35 (10d6) radiant damage.

Solar Flare (Recharge 5-6). Amun-Ra releases a blinding burst of sunlight in a 60-foot radius. Each creature in that area must make a DC 22 Constitution saving throw or be blinded 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.

Legendary Actions

Amun-Ra 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. Amun-Ra regains spent legendary actions at the start of his turn.

Attack. Amun-Ra makes a Staff of Ra attack.

Move. Amun-Ra moves up to his speed without provoking opportunity attacks.

Radiant Shield (Costs 2 Actions). Amun-Ra raises a radiant shield around himself. Until the start of his next turn, he has a +2 bonus to AC and saving throws, and any creature that hits him with a melee attack takes 14 (4d6) radiant damage.

Mythic Actions

If Amun-Ra's mythic trait is active, he can use the options below as legendary actions.

Divine Intervention. Amun-Ra calls upon divine power to heal himself or an ally within 60 feet. The target regains 50 hit points.

Sun God's Wrath (Costs 3 Actions). Amun-Ra unleashes a devastating beam of solar energy in a 120-foot line that is 10 feet wide. Each creature in the line must make a DC 22 Dexterity saving throw, taking 54 (12d8) radiant damage on a failed save, or half as much damage on a successful one.

Mythic Trait

Eternal Sun. When Amun-Ra is reduced to 0 hit points, he does not die or fall unconscious. Instead, he regains 310 hit points. Additionally, for the next hour, all radiant damage dealt by Amun-Ra ignores resistance and immunity.

Description

Amun-Ra is a mighty celestial being, embodying the power and majesty of the sun. He is a protector of the weak, a scourge of the wicked, and a beacon of hope in times of darkness. His presence is overwhelming, his power is immense, and his wrath is unyielding against those who would defy the light.

Lair and Lair Actions

Amun-Ra's Lair

Amun-Ra's lair is a magnificent celestial temple located in a hidden oasis within a vast desert. The temple is bathed in perpetual sunlight, its walls adorned with golden hieroglyphs and sacred symbols. The air is filled with the scent of incense and the sound of ethereal hymns.


Lair Actions

On initiative count 20 (losing initiative ties), Amun-Ra can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

  1. Solar Beam. A beam of intense sunlight bursts from the ceiling in a location Amun-Ra chooses within the lair. Each creature in a 20-foot-radius, 40-foot-high cylinder centered on that point must make a DC 22 Constitution saving throw, taking 27 (6d8) radiant damage and becoming blinded until the end of their next turn on a failed save, or half as much damage and not blinded on a successful one.

  2. Divine Protection. Amun-Ra calls upon divine energies to shield himself. He gains a +2 bonus to AC and saving throws until the next initiative count 20.

  3. Radiant Restoration. Healing sunlight fills the lair. Amun-Ra and up to three allies within the lair regain 30 hit points each.


Regional Effects

The region containing Amun-Ra's lair is altered by his celestial presence, which creates one or more of the following effects:

  1. Eternal Daylight. The area within a 6-mile radius of the lair is bathed in sunlight during the day and a soft twilight at night, regardless of the actual time.

  2. Blessed Water. Water within 1 mile of the lair is imbued with healing properties. Any creature that drinks the water regains 5 hit points. If the water is used to treat a wound, it removes any poison or disease afflicting the creature.

  3. Celestial Guardians. Celestial creatures such as angelic beings or sacred animals frequently patrol the area around the lair, protecting it from intruders and aiding those in need.

If Amun-Ra dies, the effects fade over the course of 1d10 days.


Amun-Ra's lair is a sanctuary of light and hope, a place where his divine influence is strongest. Adventurers who venture into this sacred place must be prepared to face not only Amun-Ra's formidable power but also the celestial wonders and guardians that protect his holy domain.

Killjoy1395

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