Large Humanoid (Any Birdfolk), Lawful Neutral
Armor Class 17 Natural Armor
Hit Points 40 (8d8 + 8)
Speed 30 ft., Fly 20 ft. when the Alatus Sun King is in his mythic form.
STR
12 (+1)
DEX
15 (+2)
CON
14 (+2)
INT
7 (-2)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws DEX +4, WIS +4
Skills Athletics +6, Deception +6, Perception +5
Damage Vulnerabilities Cold
Damage Resistances Poison, Radiant
Condition Immunities Charmed, Frightened
Senses Passive Perception 15
Languages Birdfolk, Common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Clawed-Any unarmed strike made by this monster instead of dealing regular damage instead deals 1d6+2 Slashing damage.

Masked- The Sun King is wearing a Mask of the Sun giving it truesight of 30 ft

Sun Keeper - Once per long rest the Sun King can cast the spell Beacon of Hope as an action, this enters it into its mythic form.

Spellcasting-The Sun King can cast these spells at their specified levels and uses wisdom as their spellcasting modifier.

  • At will: Light, Dancing lights, Daylight
  • 4/day: Cause Fear, Chromatic Orb (Always uses fire damage), Divine Smite
  • 2/day: Heat Metal, Darkness

 

Actions

Multi-attack: The Sun King can make 2 attacks with its weapons or unarmed strikes. The Sun King can also use the Solar Rays attack 3 times.

Macuahuitl. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit  6 (1d8+2) bludgeoning damage and 1 (1d4-1) Radiant damage.

Solar Rays (3-5). Ranged Spell Attack: +3 to hit, range 120 ft., up to 3 targets. Hit 5 (2d4) Radiant damage

 Claws.Unarmed Strike+4 to hit, range 5 ft., one target. Hit 5 (1d6+2) Slashing damage.

 

Bonus Actions

Piercing Call (Recharge 1d4). The Sun King calls out and 1 creature within range must make a willpower save DC 15 or have the fear condition until the end of its next turn, when someone attacks the creature effected by this it deals an extra 1d6-1 Psychic Damage.

Mythic Actions

If The Sun King's mythic trait is active, they can use the options below as actions. This is available as long as they still have the Beacon of Hope spell active on at least 1 creature.


Temporary Flight (2-3). The Sun King gains a flight speed of 20 feet for 1 minute.

Scream of the Sun King (4-6).  In a 10 ft. emanation of the Sun King every creature must make a CON save, On failure they take 1d10+4 Force damage and are pushed 10 ft. away, on success they take half damage and are not pushed.

Blessing of The Sun (10). The Sun King summons 3 Alatus.

Description

The Alatus are medium sized humanoids that are quite birdlike in appearance. They are around 6 ft. standing strait but for them hunching is more comfortable, this causes them to be around 5 ft. in size. Their upper torso is covered in feathers and they have sharp claws like that of a hawk. the feathers on their arms are especially pronounced and are used to scare prey, another tactic to scare prey is to use their call which is a piercing bird song that sounds like someone screaming.

In Alatus society it is seen as shameful to show your face, this causes them to at birth whittle a mask for the child; the type of mask depends on the ruling of the Sun King of the settlement. As the child grows the mask is remade at a larger size and their accomplishments are engraved into the mask. Alatus are also strongly collectivists, giving what they don't need to those who do.

In warfare the Alatus try to utilize their greater numbers to surround and overwhelm targets. They prefer to take prisoners then to kill, and before clashing swords they commonly try to scare their opponent into surrendering. They are lovers of ambush tactics.

Habitat: Grassland

XaviOre20732

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