Medium Undead, Lawful Evil
Armor Class 20 (natural armor)
Hit Points 150 (13d8 + 39)
Speed 40 ft., Fly 25 ft.
STR
18 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
16 (+3)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws CON +8, INT +8, WIS +10, CHA +8
Skills History +5, Religion +5
Damage Vulnerabilities Fire, Radiant
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 14
Languages Abyssal, Common, Telepathy Common, abyssal, ancient Salmuirian
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Magic Resistance. The mummy lord has advantage on saving throws against spells and other magical effects.

Rejuvenation. If destroyed but left near a functioning Loom, Amenopophis gains a new body in 24 hours.

Spellcasting. Amenopophis is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). He has the following cleric spells prepared:

Cantrips (at will): sacred flame, thaumaturgy

1st level (4 slots): command, guiding bolt, shield of faith

2nd level (3 slots): hold person, silence, spiritual weapon

3rd level (3 slots): animate dead, dispel magic

4th level (3 slots): divination, guardian of faith

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

6th level (1 slot): harm

Actions

Multiattack. Amenopophis can use his Dreadful Glare and makes one attack with its flaying fist or whirlwind.

Whirlwind. Area Attack. Amenopophis uses his wings in a whirring, spinning motion. All creatures within 10' must make a DC 16 Dex saving throw, taking {"diceNotation":"3d6+4","rollType":"damage","rollAction":"Whirlwind","rollDamageType":"bludgeoning"} damage and be knocked prone, or half as much damage on a successful save. Recharges 5-6.

Flaying Fist. Melee Weapon Attack: +9 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 16 Constitution saving throw or receive the Curse Of The Flayed God. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. As the curse progresses, the target undergoes a horrible transformation. Its flesh slowly sloughs off, leaving the creature still alive but disfigured. If the curse reduces the target's hit point maximum to 0, the target is transformed into a spectre, and its flesh is turned into Thread for the Loom. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare. Amenopophis targets one creature it can see within 60 feet of it. If the target can Amenopophis, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of Amenopophis'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.

Legendary Actions

Amenopophis 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. He regains spent legendary actions at the start of his turn.

Attack. Amenopophis makes one attack with his flaying fist or uses his Dreadful Glare.

Blasphemous Word (Costs 2 Actions). Amenopophis utters a blasphemous word. Each non-undead creature within 10 feet of him that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.

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

 

Lair and Lair Actions

Amenopophis’s Lair

Amenopophis lives deep in the Crypt, feeding slowly on the grisly fabric created by the Loom, waiting to reemerge into the world of the living.

Lair Actions

On initiative count 20 (losing initiative ties), Amenopophis takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row.

  • Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in Amenopophis's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 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.
  • The Walls Have Eyes. Amenopophis can see every non-undead creature in the room, regardless of hiding/stealth/invisibility. Lasts until initiative count 20 on the next round

Regional Effects

The entire Crypt, including the City Of The Dead - his "region" - is twisted in the following ways:

  • Food instantly molders and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled — wine turning to vinegar, for instance
  • Divination spells cast within the lair by creatures other than Amenopophis have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent
  • A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magic
  • Sloughing: Every long rest, creatures in the lair must make a CON 15 saving throw. On a failed save, the creature falls under the Curse Of The Flayed God, but may save once per long rest. On a successful save, the curse lifts, but the creature still requires healing

If Amenopophis is slain, all effects decline over a period of 2 weeks.

Monster Tags: NPC

Habitat: Desert

portentint

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