Ankhtepot (5e Creature)
Ankhtepot[edit]
Medium undead, lawful evil Armor Class 15 (natural armor)
Saving Throws Con +10, Wis +12, Cha +9 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 ankh remains in Har'Akir, regaining all his hit points and becoming active again. The new body appears within 5 feet of his ankh. 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, thaumaturgy Turn Resistance. Anhktepot has advantage on saving throws against any effect that turns undead. ACTIONSMultiattack. 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 and mummy lords for the next 24 hours.
LEGENDARY ACTIONSAnhktepot 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. Anhktepot regains spent legendary actions at the start of his turn. Attack. Anhktepot makes one attack with his rotting fist or uses his Dreadful Glare. |
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 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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