Ankhtepot (5e Creature)

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Medium undead, lawful evil


Armor Class 15 (natural armor)
Hit Points 136 (16d8+64)
Speed 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 18 (+4) 15 (+2) 22 (+6) 16 (+3)

Saving Throws Con +10, Wis +12, Cha +9
Skills Athletics +10, History +8, Intimidation +9, Religion +14
Damage Immunities cold, necrotic, bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, exhausted, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages the languages he knew in life
Challenge 18 (20,000 XP)


Legendary Resistance (3/Day). If Anhktepot fails a saving throw, he can choose to succeed instead.

Magic Resistance. Anhktepot has advantage on saving throws against spells and other magical effects.

Rejuvenating Ankh. While wearing his ankh, Anhktepot regains 15 hit points at the start of each of his turns. When destroyed, Anhktepot gains a new body in 24 hours if his anhk remains in Har'Akir, regaining all his hit points and becoming active again. The new body appears within 5 feet of his anhk.

Spellcasting. Anhktepot is a 14th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). Anhktepot has the following cleric spells prepared:

Cantrips (at will): guidance, light, mending, sacred flame, sanctuary, thaumaturgy

1st level (4 slots): bane, burning hands, command, inflict wounds, sanctuary, shield of faith

2nd level (3 slots): augry, blindness/deafness, hold person, inflict wounds, scorching ray

3rd level (3 slots): dispel magic, daylight, glyph of warding, meld into stone, speak with dead

4th level (3 slots): freedom of movement, guardian of faith, stone shape, wall of fire

5th level (2 slots): contagion, insect plague, flame strike

6th level (1 slot): true seeing

7th level (1 slot): fire storm

Turn Resistance. Anhktepot has advantage on saving throws against any effect that turns undead.

ACTIONS

Multiattack. Anhktepot can use his Dreadful Glare and makes one attack with his rotting fist-

Rotting Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, they must succeed on a DC 18 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and their hit point maximum decreases by 14 (4d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and their body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare. Anhktepot targets one creature he can see within 60 feet of him. If the target can see Anhktepot, they must succeed on a DC 20 Wisdom saving throw against this magic or become frightened until the end of Anhktepot's next turn. If the target fails the saving throw by 5 or more, they are also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies for the next 24 hours.


LEGENDARY ACTIONS

The 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. The regains spent legendary actions at the start of its turn.

Attack. Anhktepot makes one attack with his rotting fist or uses his Dreadful Glare.

Command Mummy. A mummy Anhktepot can see within 60 feet can use its reaction to either make a weapon attack against a creature of Anhktepot's choosing within its reach or move up to half its speed.

Sandstorm. Stinging sand magically swirls around Anhktepot. Each creature within 10 feet of Anhktepot must succeed on a DC 18 Constitution saving throw or be blinded until the end of Anhktepot's next turn.

Blasphemous Word (Costs 2 Actions). Anhktepot utters a blasphemous word. Each non-undead creature within 10 feet of Anhktepot that can hear the magical utterance must succeed on a DC 18 Constitution saving throw or be stunned until the end of Anhktepot's next turn.

Channel Negative Energy (Costs 2 Actions). Anhktepot magically unleashes negative energy. Creatures within 60 feet of Anhktepot, including ones behind barriers and around corners, can't regain hit points until the end of Anhktepot's next turn.

In life, the Pharaoh Anhktepot desired the secrets of eternal life. He worked many of his slaves to death in failed attempts to find the secret of immortality. After several failures, he turned his wrath upon the church of Ra. In response, Ra cursed Anhktepot with the touch of death, which Anhktepot used to accidentally kill his wife, Nephyr, and his eldest son. When those slain by his touch arose as mummies under his command, Anhktepot realized his power. He used the touch of death to kill and animate those who displeased him. The priesthood eventually rebelled against Anhktepot, and killed him in his sleep before mummifying and entombing him. However, Anhktepot quickly awoke and found himself in the land of Har'Akir.

The Mummy's Curse. Anhktepot desires to be a mortal again and the ruler of a great kingdom, but both these desires are denied him. As a mummy, all he rules is an arid desert with a single tiny community. While he can regain his mortality by sacrificing a humanoid creature in a ritual ceremony, when he does so Anhktepot becomes a mere commoner npc and not a Pharaoh, and he is only restored from dawn to dusk. There are also far too few people in his land to restore him to life for longer than a few months.

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