Large Undead, Lawful Evil
AC 18 (Divine Wrappings)    Initiative +2 (12)
HP 168 (16d10 + 80)
Speed 30 ft.
Mod Save
STR 20 +5 +9
DEX 14 +2 +2
CON 20 +5 +9
Mod Save
INT 14 +2 +2
WIS 16 +3 +7
CHA 18 +4 +8
Skills Intimidation +8, Perception +7, Religion +6
Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Fire, Poison; Poisoned
Gear Royal Khopesh, Staff of Sekmhet
Senses Passive Perception 17
Languages None
CR 10 (XP 5,900; PB +4)
Traits

Divine Husk

The Avatar cannot be knocked prone or unwillingly moved by nonmagical means.

Aura of the Undying Pyre

The Avatar radiates unbearable heat. A creature that starts its turn within 10 feet of the Avatar takes 5 (1d10) fire damage.

Heartstone Anchor

While the Cinder Veil Heartstone remains intact, the Avatar has advantage on saving throws against spells and magical effects.

Spellcasting. The Avatar of Sekmhet is a 10-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The Avatar of Sekmhet has following spells prepared:

Cantrips (at will): Thaumaturgy, Produce Flame, Sacred Flame
1st level (4 slots): Command, Burning Hands
2nd level (3 slots): Scorching Ray, Hold Person
3rd level (3 slots): Fear, Fireball
4th level (3 slots): Wall of Fire
5th level (2 slots): Flame Strike

Actions

Multiattack

The Avatar makes two Royal Khopesh attacks.

Royal Khopesh

Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 15 (2d8 + 6) slashing damage plus 7 (2d6) fire damage.


Searing Judgment (Recharge 5–6)

The Avatar slams its staff against the stone floor, causing pillars of divine flame to erupt.

Choose up to three points the Avatar can see within 60 feet. Each point erupts in a 10-foot-radius, 20-foot-high column of fire.

Each creature in a column must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much on a successful one.


Pharaoh's Decree (Recharge 6)

The Avatar fixes its gaze upon one creature it can see within 60 feet.

The target must succeed on a DC 16 Wisdom saving throw or be overwhelmed by the Avatar's divine authority until the end of its next turn. While overwhelmed, the creature cannot willingly move farther from the Avatar and has disadvantage on attack rolls against creatures other than the Avatar.

Bonus Actions

Ember Step

The Avatar magically teleports up to 20 feet to an unoccupied space it can see. Each creature within 5 feet of the space it leaves must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) fire damage.

Reactions

Burning Rebuke

Reaction. When a creature within 10 feet of the Avatar hits it with a melee attack, the Avatar wreathes itself in divine flame.

The attacker must make a DC 16 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much on a successful one.

Pharaoh's Defiance

Reaction. When the Avatar fails a saving throw, it may choose to succeed instead.

The Avatar can use this reaction once per day.

Description

An Avatar of Sekhmet-Ra'zul is a fragment of the Undying Sovereign's divine essence, forced into the mortal world when the Cinder Veil Heartstone is weakened. Clad in the tattered regalia of an ancient pharaoh, its towering skeletal frame is wrapped in charred linen that smolders without ever being consumed. Golden fire burns within its ribcage and spills from the cracks in its blackened bones, while its eyes blaze like twin suns beneath an ornate serpent-crowned headdress. Every measured step radiates unbearable heat, leaving scorched stone in its wake. Though only an echo of the imprisoned god's true power, the Avatar bears the regal composure of a ruler who expects absolute obedience, wielding divine fire not with reckless fury, but with deliberate judgment. Its existence is sustained by the Cinder Veil Heartstone, and until the Veil is restored, the Avatar serves as Sekhmet-Ra'zul's burning hand upon the world.

Habitat: Desert

DanTheMan071

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