Ra
- Armor Class
- 22
- Hit Points
- 550
- 41d10 + 328
- Speed
- 50 ft., fly 100 ft.
- STR +9
- DEX +6
- CON +8
- INT +7
- WIS +10
- CHA +10
- Saving Throws
- Con +17, Wis +19, Cha +19
- 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, telepathy 120 ft.
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. Melee Weapon Attack: one target. Hit: 4 (1d8) damage.
- Flare Breath. Melee Weapon Attack: one target. Hit: 4 (1d8) damage.
- Sun-Spear Bolt. Melee Weapon Attack: one target. Hit: 4 (1d8) damage.
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
Ra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only immediately after another creature's turn. Ra regains spent legendary actions at the start of their turn.
- Solar Flare.
- Searing Wing Buffet.
- Judgment of the Sun.
Mythic Actions
- Lord of the Solar Barque. When Ra is reduced to 0 hit points, he does not die. Instead, he regains 300 hit points, his form erupts into a blinding star, and he summons the celestial barque to orbit him. For the next hour, he gains the benefits of the Mythic Actions.
- Supernova Burst. Ra releases the stored energy of his second form. Every creature within 120 feet must make a DC 26 Constitution saving throw, taking 77 (14d10) radiant damage on a failed save, or half as much on a successful one. Creatures that fail are also stunned until the end of their next turn.
- Command of the Horizon. Ra teleports up to 60 feet to an unoccupied space and regains one use of his Legendary Action capacity.
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. The effect extends 1 miles from the lair.
- 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. The effect extends 1 miles from the lair.
- 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. The effect extends 1 miles from the lair.
Origin Story
Ra was birthed from the infinite, silent expanse of the celestial ocean before the first stars were ignited. He is the living embodiment of the sun, fashioned from pure, undiluted divine light.
Habitat and Ecosystem
He resides within the shifting, golden currents of the Astral Plane, traversing the sky in his burning solar vessel. Occasionally, he descends to the upper reaches of the Material Plane, appearing as a blazing horizon above the most ancient deserts.