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Tratti

Legendary Resistance (3/Day)

If Sekhmet fails a saving throw, it can choose to succeed instead.

Magic Resistance

Sekhmet has advantage on saving throws against spells and other magical effects.

Magic Weapons

Sekhmet's weapon attacks are magical.

Heartbeat Sense

Sekhmet can perfectly hear the heartbeat of any creature within 500 feet of her and distinguish individuals by the unique rhythm of their heartbeats.

Incantesimi

Innate Spellcasting

Sekhmet's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At Will:

greater restoration, pass without trace, water breathing, water walk

1e/day:

commune, dispel evil and good, earthquake, fire storm, plane shift (self only)

Azioni

Golden Claw

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) Slashing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be Stunned until the end of Sekhmet's next turn.

Bolt

Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder.

Azioni Leggendarie

Attack

Sekhmet makes one attack.

Bolster

Sekhmet bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can't be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of Sekhmet's next turn.

Trembling Strike (Costs 2 Actions)

Sekhmet strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of Sekhmet must succeed on a DC 25 Strength saving throw or be knocked prone.