Medium Humanoid, Lawful Evil
Armor Class 20 Solar Plate
Hit Points 360 (30d10 + 180)
Speed 30 ft.
STR
22 (+6)
DEX
14 (+2)
CON
22 (+6)
INT
18 (+4)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws STR +12, CON +12, WIS +10, CHA +11
Damage Resistances Fire, Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Magical Attacks
Condition Immunities Charmed, Frightened
Gear Solar Plate Armor, Sunblade Scepter
Senses Passive Perception 15
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Orb-Bound. While within the sanctum, Amon Ra regains 20HP at the start of his turn (Destroying or Suppressing the Orb will shut this trait off)

Solar Tyrant. Radiant damage he deals ignores resistance. Creatures he hits cannot regain HP until end of their next turn.

Spellcasting. Amon Ra is a 20-level spellcaster. Its spellcasting ability is CON (spell save DC 18). Amon Ra has the following spells prepared:
Black Sun Flare (Recharge 5-6)

  • 30 ft Radius
  • DC18 CON save
  • 8d10 radiant + necrotic (half on success)

On fail: blinded 1 round
Command the Dead

  • Summons 2 Pharaoh's Guardians (Reskinned Wights)
Actions

Multiattack. Make 3 attacks with Sunblade Scepter

Action Melee Attack. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: (2d10 + 6) bludgeoning damage + 3d10 radiant

Bonus Actions

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

Reactions

Searing Rebuke. 2d10 Radiant to attacker (Costs 1 Legendary Action)

Legendary Actions

3 Legendary Actions per Round

Solar Step (Costs 1 Action) Teleport 20ft

Searing Rebuke (Costs 1 Action) 2d10 Radiant to attacker

Judgement Strike (Costs 2 Actions) One Sunblade attack, target must make a WIS save or is frightened

Mythic Actions

 

When reduced to 0 HP:

  • Amon Ra does not die immediately
  • The Orb erupts, restoring him to 150HP
  • The room begins to collapse
  • Initiative resets

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

DylanZeilan

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