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Legendary Resistance (4/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.

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.

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Spellcasting

Sekhmet casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23):

At Will:

Calm Emotions, Greater Restoration, Pass without Trace, Water Breathing

1e/day:

Commune, Dispel Evil and Good, Plane Shift

Acties

Multiattack

Sekhmet makes two attacks, using Golden Claw or Divine Ray in any combination.

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.

Divine Ray

Ranged Attack Roll: +15, range 600 ft. Hit: 35 (6d8 + 8) Necrotic or Radiant damage (empyrean's choice).

Legendaire Acties

Bolster

Sekhmet gains 10 Temporary Hit Points, and Sekhmet and each ally within 30 feet of it gain Advantage on D20 Tests until the end of Sekhmet's next turn. Sekhmet can't take this action again until the start of its next turn.

Shockwave of Glory

Constitution Saving Throw: DC 23, each creature in a 30-foot Emanation originating from Sekhmet. Failure: 27 (6d8) Force damage, and the target has the Prone condition. Success: Half damage only. Failure or Success: Sekhmet can't take this action again until the start of its next turn.

Smite

Sekhmet makes one Divine Ray attack.