Ra
Armor Class: 22
Hit Points: 550
Speed: 50 ft., fly 100 ft.
Saving Throws: constitution, wisdom, charisma
Damage Resistances: Necrotic, Psychic
Damage Immunities: Fire, Poison, Radiant
Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Exhaustion
Senses: blindsight 60 ft., darkvision 120 ft., truesight 120 ft., passive Perception 29
Languages: Common, on
Challenge: thirty
STR 28 (+9)
DEX 22 (+6)
CON 26 (+8)
INT 24 (+7)
WIS 30 (+10)
CHA 30 (+10)
Traits
- Aura of the Noon Sun. Ra sheds bright light in a 120-foot radius and dim light for an additional 120 feet. Any creature that starts its turn within the bright light must succeed on a DC 24 Constitution saving throw or be blinded until the start of its next turn.
- Magic Resistance. Ra has advantage on saving throws against spells and other magical effects.
- Solar Form. Ra can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches Ra or hits him with a melee attack while within 5 feet of him takes 21 (6d6) radiant damage.
- Legendary Resistance. If Ra fails a saving throw, he can choose to succeed instead.
Actions
- Solar Talon.
- Flare Breath.
- Sun-Spear Bolt.
Bonus Actions
- Morning Glory. Ra sheds bright light in a 60-foot radius and dim light for an additional 60 feet. Each hostile creature that starts its turn in the bright light must succeed on a DC 25 Constitution saving throw or take 21 (6d6) radiant damage.
Reactions
- Solar Flare Retaliation. When a creature hits Ra with an attack, Ra can force the attacker to make a DC 25 Dexterity saving throw. On a failure, the attacker takes 28 (8d6) fire damage and is pushed 20 feet away.
Legendary Actions
- Solar Flare.
- Searing Wing Buffet.
- Judgment of the Sun.
Lair Actions
- Mirage of the Sands. The air in the lair shimmers, creating illusory duplicates of Ra. Until initiative count 20 on the next round, attack rolls against Ra have disadvantage.
- Solar Zenith. A pillar of concentrated sunlight strikes a point Ra can see within 120 feet. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on that point must make a DC 24 Dexterity saving throw, taking 44 (8d10) radiant damage on a failed save, or half as much on a successful one.
Regional Effects
- Eternal Noon. Within 6 miles of the lair, the sun never sets, remaining at a constant, blistering zenith, causing plants to grow at an accelerated rate but turning soil to cracked, dry earth.
- Golden Radiance. Beasts and humanoids within 6 miles of the lair feel an overwhelming sense of order and authority, making them incapable of acts of stealth or deception while under the open sky.
- Solar Omen. Any bird of prey within 6 miles of the lair behaves as if it were an extension of Ra’s will, watching the party and occasionally diving to mark their location with a screech of pure light.