Aura of Desecration. While conscious, Ankhtepot grants a +2 bonus to the AC and saving throws of allied undead within 30 feet of him.
Dark Influence. Ankhtepot gains a +2 bonus with attack rolls made against targets cursed by his bestow curse spell or mummy rot.
Legendary Resistance (3/Day). If Ankhtepot fails a saving throw, he can choose to succeed instead.
Magic Resistance. Ankhtepot has advantage on saving throws against spells and other magical effects.
Rejuvenation. If destroyed, Ankhtepot gains a new body in 24 hours if his heart is intact. He regains all his hit points and becomes active again. The new body appears within his sarcophagus in Pharoah’s Rest.
Sever Limb (3/Day). As a bonus action on his turn, Ankhtepot can magically sever one of his arms. An arm counts as Tiny undead, has 20 hit points and AC 15, has a flying speed of 30 feet, and can hover. The arm acts on Ankhtepot’s initiative and can perform somatic components, grapple creatures, or use Ankhtepot’s Rotting Fist as if he were in the arm’s space. If the arm is destroyed, it becomes sand and regenerates on Ankhtepot’s body at the start of his next turn. Until the arm regenerates, he can’t use his Rotting Fist.
Spellcasting. Ankhtepot is a 16th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): sacred flame, thaumaturgy, toll the dead
1st level (4 slots): bane, command, guiding bolt, inflict wounds
2nd level (3 slots): blindness/deafness, hold person, spiritual weapon
3rd level (3 slots): animate dead, bestow curse
4th level (3 slots): banishment, divination
5th level (1 slot): contagion, insect plague
6th level (1 slot): create undead, forbiddance, harm
7th level (1 slot): divine word, symbol
8th level (1 slot): sunburst
Turn Immunity. Ankhtepot is immune to effects that turn undead.
Multiattack. Ankhtepot can use his Dreadful Glare and makes one attack with his rotting fist.
Rotting Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 20 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. Ankhtepot targets up to two creatures he can see within 60 feet of him. If the target can see Ankhtepot, it must succeed on a DC 20 Wisdom saving throw against this magic or become frightened until the end of Ankhtepot’s next turn. If the target fails the saving throw by 5 or more, it is 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.
Call Forth the Undead (1/Day). Ankhtepot summons 2d6 clawing claws, which appear in an unoccupied space he can see within 60 feet of him. The crawling claws act as Ankhtepot’s allies and obey his spoken commands. The clawing claws turn to dust after 1 minute or until he dismisses them as a bonus action.
Ankhtepot can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Ankhtepot regains spent legendary actions at the start of his turn.
Attack. Ankhtepot makes one attack with his rotting fist or uses his Dreadful Glare.
Blinding Dust. Blinding dust and sand swirls magically around Ankhtepot. Each creature within 5 feet of Ankhtepot must succeed on a DC 20 Constitution saving throw or be blinded until the end of the creature’s next turn.
Blasphemous Word (Costs 2 Actions). Ankhtepot utters a blasphemous word. Each non-undead creature within 10 feet of Ankhtepot that can hear the magical utterance must succeed on a DC 20 Constitution saving throw or be stunned until the end of Ankhtepot’s next turn.
Channel Negative Energy (Costs 2 Actions). Ankhtepot magically unleashes negative energy. Creatures within 60 feet of Ankhtepot, including ones behind barriers and around corners, can’t regain hit points until the end of Ankhtepot’s next turn.
Whirlwind of Sand (Costs 2 Actions). Ankhtepot magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to his normal form. While in whirlwind form, Ankhtepot is immune to all damage, and he can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by Ankhtepot remains in his possession.
Reclaim Essence. Ankhtepot targets one allied mummy or mummy lord within 60 feet of him that he can see. The target is instantly slain and Ankhtepot gains 45 temporary hit points if the target is a mummy or 45 hit points if the target is a mummy lord. He also regains expended spell slots: a 1st level spell slot if the target is a mummy, and a 5th-level spell slot if the target is a mummy lord. Until the start of his next turn, Ankhtepot has resistance to all damage but psychic and radiant damage. An unallied or unwilling mummy or mummy lord must succeed on a DC 16 Charisma saving throw to resist being slain by Ankhtepot.
Description
In an ancient country the inhabitants called the Land of Reeds and Lotuses, Ankhtepot served three generations of pharaohs as high priest. When the second pharaoh died, her unworthy son ascended to the throne. The new pharaoh quickly became unpopular among the people and priests. Seeking a remedy for this, Ankhtepot came to believe that the gods wanted another to take the pharaoh’s place, one with knowledge of rule and the deities’ blessing.
On the day of the ritual that would consecrate the pharaoh’s connection with the gods, Ankhtepot rallied his loyal priests and murdered their liege. He had misjudged the peoples’ loyalty, though, and they rose up and executed the traitorous priests.
Moreover, Ankhtepot had misjudged the will of his gods. As he stood before them in death, the immortals forsook him, cursing him and denying him entry to the afterlife. Instead, they returned him to the world, but stripped away a piece of his soul, his ka—the vital essence that inspires all living beings.
Ankhtepot reawakened, trapped and paralyzed within his corpse as he was mummified along with his treacherous followers. The murderous priest felt the pain of every cut and every organ removed as if he were alive. Then, within an unmarked crypt, he suffered and starved for what felt like an eternity.
Untold years passed, but on the day the last memory of Ankhtepot’s name faded from his homeland, a voice intruded on the priest’s prison, asking if he still felt he was worthy to rule. Through the ages, Ankhtepot’s arrogance hadn’t waned, and he answered with certainty. Granted new freedom by the Dark Powers, Ankhtepot emerged from his crypt into the domain of Har’Akir.
In this new land, Ankhtepot found a pious people devoted to the same gods he once served. Immediately he set to wiping out that religion, replacing it with new gods of his own imagining, false divinities for whom he alone spoke. Using blasphemous rites, Ankhtepot resurrected the priests once buried alongside him as powerful mummies, replacing their heads with those of beasts holy to his new faith. These Children of Ankhtepot served him as they did in life, and together the dead conquered the souls of Har’Akir.
The ages have marched ever on. Ankhtepot has known treachery and conquest. He has known divinity and rule. But now he knows only boredom and despair. His sole remaining desire is to recover his lost ka, which he knows remains somewhere in Har’Akir. With it, he hopes to become mortal again, die, and face his original gods’ judgment once more. Whether this means peace or oblivion is meaningless to him. Ankhtepot seeks only an end.
Lair and Lair Actions
Ankhtepot can use lair actions while is in the City of the Dead as long as he isn’t incapacitated. The DC for saving throws imposed by these lair actions are determined by his statistics: DC 16 at Tier III and DC 20 at Tier IV. On initiative count 20 (losing initiative ties), Ankhtepot takes a lair action to cause one of the following effects; Ankhtepot can’t use the same effect two rounds in a row:
•Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.
•Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.
•Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in Ankhtepot’s lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a Constitution saving throw. On a failed save, it takes 1d6 necrotic damage per level of the spell, and the spell has no effect and is wasted.
•Ankhtepot summons a swarm of scarabs
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