Legendary Resistance (3/Day). If Valas fails a saving throw, it can choose to succeed instead.
Solar Form. Valas can cast any spells from these sections the specified amount of times a day. His spell-casting ability is INT (+17, 25 DC)
(3 Day): Dispel Magic, Remove Curse, Shield of Faith
(2 Day): Hold Person, Holy Weapon
Multiattack. Valas has five charges at the beginning of his turn. He make take actions in any order until he chooses to stop, or all charges have been spent. As a bonus action, Valas may use one action worth 2 Charges or less.
Slash (1 Charge). Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: (3d8 + 11) slashing damage.
Sunrise (2 Charges). Any creatures Valas chooses within 90 ft. must make a Dexterity saving throw (DC 18) or be blinded until the beginning of Valas' next turn.
Solar Wave (1 Charge). Ranged Weapon Attack: +19 to hit, reach 210 ft., hits all in a straight line. Hit: (2d8 + 11) radiant damage.
Solar Eclipse (5 Charges). Any creatures Valas chooses within 90 ft. must make a Dexterity saving throw (DC 18) or take (6d10 + 18) radiant damage. Targets who succeed the saving throw take half damage.
Valas 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. Valas regains spent legendary actions at the start of its turn.
Detect. Valas makes a Wisdom (Perception) check.
Slash. Valas may make either a Slash or a Solar Wave attack.
Lair and Lair Actions
The Sun Palace
The sun palace is a large floating artificial island, powered by Valas' light.
Lair Actions
On initiative count 20 (losing initiative ties), Valas takes a lair action to cause one of the following effects; Valas can’t use the same effect two rounds in a row:
- Valas aims light based cannons at himself, healing for (4d6+12) health.
- Valas aims light based cannons at any opponent he can see. The target must make a Dex save DC 18 takes (4d12+12) radiant damage.
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