Spellcasting. Akhemenotep is a 20th level spellcaster (spell save DC 20, +8 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): firebolt. Thaumaturgy, sacred flame
1st level (5 slots): command. Compelled duel Guiding bolt, shield of faith, bless
2nd level (4 slots): hold person, silence, spiritual weapon
3rd level (3 slots): animate dead, dispel magic, spirit guardians,
4th level (3 slots): divination, guardian of faith, banishment
5th level (2 slots): animate objects, contagion, insect plague, darude's sandstorm
6th level (1 slots): harm
7th level (1 slots): planeshift
8th level (1 slots): antimagic field, Lightning sandstorm
9th level (1 slots): mummy dust
10th level (1 slots): the dark tower
Abilities
Great weapon fighting master.
Allows akhemenotep to reroll 1s and 2s on damage dice when wielding a melee weapon with two hands. Any number of 1’s rolled when resolving damage are added to the resolved damage total in addition to the rerolled result.
Aura of unlife
undead creatures within 10ft have resistance to magical damage
If akhemenotep would gain Hp all undead allies within 10ft gain half that amount of hp and all non undead take half that amount of necrotic damage
Demoralizing strike,
Once per turn when akhemenotep hits a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a wisdom saving throw 20 on a failed save, the target is frightened of akhemenotep until the end of his next turn. On a successful save, the target has disadvantage on the next attack roll against akhemenotep until the end of its next turn.
He may use this ability up to 8 times. And he regains half the uses upon a short rest and all uses upon finishing a short or long rest
Withering strike
When akhemenotep hits a creature with a melee attack, if it is the first time he has attacked that creature this round he may us a bonus action in addition to his regular action to attack the creature with a decisive singular blow striking at their soul,
After making a successful attack roll the creature rolls a constitution saving throw DC18. for each point they failed the save by they lose up to 8 strength or up to 8 constitution for 1 minute. If multiple withering strikes target the same creature they can only lose up to 8 of the aforementioned stats.
He may use this ability up to 8 times. And he regains half the uses upon a short rest and all uses upon finishing a short or long rest
Rejuvenation,
If akhemenotep is killed he reforms in 1d100 days, regaining all his hp and lives once more, his body reforms in his sarcophagus which acts as one of his phylacteries. If all 3 of his phylacteries are destroyed he enters his wraith form immediately upon death regaining 1/5th of his hit dice, becoming incorporeal and regaining 1 spell slot in each of his spell slots.
He also gains the 10th level spell enslave, as he is able to physically possess the body of his victims.
While in this form he has a fly speed of 30ft and is immune to Necrotic, Poisoned, psychic, bludgeoning, piercing, slashing (non magical)
Charmed, Exhaustion, Frightened, Paralyzed, petrified
And vulnerable to iron weapons magical attacks and radiant damage
See further rules on his wraith form monster sheet
Phylacteries include, the canopic jar that contain his heart,
his sarcophagus, shagan sky splitter,
Adamantium skeleton,
Akhemenotep poured countless amounts of wealth into the restoration of his body upon his death, his flesh tattooed with arcane symbols and horrific profane magics. His bones set in Adamantium ensuring his body would be preserved through the harshest of conditions.
Akhemenotep weighs 800 Ibs and is vulnerable to lightning damage, he is also affected by magnetism. And resistant to fire damage
Stolen divine strength
Akhemenotep betrayed the gods he swore to serve and protect, taking from each of them an aspect of their power. Turning to dark ruinous power to rise a mummy lord like no other before or since. Akhemenotep the ever living the once demigod of the sun now a demigod of undeath. Leeching life and magic from any who fall prey to his malevolent energies
Any spellcaster within 30ft of Akhemenotep that he can see when casting a spell or expending a spell slot as part of a activated ability (smite) after that spell has resolved Akhemenotep regains 1 spell slot up to that spells casting level. If a cleric cast that spell they may not cast a spell of that level again for up to 12+D20 seconds.
Multiattack. makes three attacks with its weapon
Rotting fist melee weapon attack: +5 to hit, reach 5ft one target..,
hit :10 +2d12 +6 bludgeoning damage plus 10 + 3d12 necrotic damage. If the target is a creature, it must succeed on a DC 12 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 hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by a greater remove curse spell or intervention by a deity.
Shagan. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: (4d8 + 6) slashing damage plus (2d4) fire damage.
Divine Smite when akhemenotep hits a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapons damage, the extra damage is 2d8 for a 1st level spell slot plus 1d8 for each spell level higher then the 1st to a maximum of 5d8, the damage increases by 1d8 if the target is an undead or a fiend
|
Multiattack. makes three attacks with its weapon Rotting fist melee weapon attack: +5 to hit, reach 5ft one target.., hit :10 +2d12 +6 bludgeoning damage plus 10 + 3d12 necrotic damage. If the target is a creature, it must succeed on a DC 12 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 hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by a greater remove curse spell or intervention by a deity. Shagan. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: (4d8 + 6) slashing damage plus (2d4) fire damage. Divine Smite when akhemenotep hits a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapons damage, the extra damage is 2d8 for a 1st level spell slot plus 1d8 for each spell level higher then the 1st to a maximum of 5d8, the damage increases by 1d8 if the target is an undead or a fiend channel Divinity Up to three times between long rests. |
|||||
|
turn the living As an action akhemenotep may present his holy ankh and speak rites to the gods. Each living creature that can see or hear him within 30 ft must make a wisdom saving throw dc 17. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must use its movement to move as far away from him and it can't willingly move within 30 ft of him. For its action it must only use the dash action to move further away or use its action to break from restraints if it is. If it cannot move it may dodge No escape, Akhemenotep compels all creatures he can see within 30 feet. They must make a wisdom saving throw dc 20. On a failed save a creature cant willingly move more then 30 feet away from him. This effect ends on the creatures if Akhemenotep is incapacitated or reduced to 0 hp. Or if the creature is 30ft away. Avatar of death Akhementop pulls from dark magics to unlock and summon the falcon headed warrior god of death montu, sacrificing a 1/3rd of his current hp A giant magical doorway appears measuring 30ft high and 12ft across, it appears within 60ft of Akhemenotep and is immovable After 30 seconds the doors open and the avatar appears, any creature within 10ft of the doorway when it open must make a dexterity saving throw DC 16 or be wrapped in chains and begin being pulled into the dimensional prison. At the beginning of their activation make a dexterity or strength saving throw DC 16 on a successful save they break free, on a failed save they are pulled 5ft closer, if the save is failed by an amount equal or greater then the distance to the door they are immediately pulled in doomed for all eternity to remain unless appropriately summoned Roll a 100 percentile dice on a 23 or lower it succeeds if akhemenotep is at 1/5th his starting health it is 30 or lower |
Dreadful glare. When a creature makes an attack against a creature within 5 ft. of akhemenotep, he may make a Dreadful glare attack. Reaction 5 charges
Target one creature it can see within 60ft, if the target can see the him, it must succeed on a DC11 (17) wisdom saving throw or become frightened until the end of akhemenotep next turn.
A kings duty
When a creature within 15ft of Akhemenotep takes damage, he can use his reaction to magically substitute himself for the creature, any damage the creature would take is instead directed and resolved against Akhemenotep this damage cannot be reduced, resisted, or prevented in any way
Akhemenotep has 6 legendary action charges and may use any combinations of legendary actions. he regains up to 3 charges worth upon a short rest and 6 on a long rest
Avatar of light (charge 3)
Akhemenotep begins to shine a brilliant blinding light; the scorching rays turn the sand to glass as it radiates from him.
Up to 5 (2+1D4) rays are produced from him any creature touched by the ray must succeed a DC18 dexterity saving throw if failed it takes
12d6+28 radiant damage, and is on fire. Any creature within 60ft that can see akhemenotep must succeed a DC17 wisdom saving throw if failed they become blinded for 1D6 hours.At the end of each of the affected creatures turn it makes a constitution saving throw DC15. on a success, the creature is no longer blind.
If a creature is reduced to 0 hp by this attack it turns to ash
Duration 18 seconds
Blessings of the gods (charge 2)
Calling upon the stolen valor and blessings of the gods Akhemenoteps power grows for each of the many gods
Akhemenotep rolls a wisdom Saving throw DC 16,if successful however much he succeeded the roll by choose that many boons up to 3 a minimum of 1 if failed and up to 9 active at any one time. duration 120 seconds
Blessing of Asp
Melee attacks deal a additional 7+2D6 poison damage
Blessing of Ra
Immune to the blinded condition, cures blindness, radiates light up to 30ft
Blessing of Anubis
Reroll 1’s when rolling necrotic damage dice
Blessing of Atum
His next melee attack if successful sends the target creature to the astral plane for up to 12 seconds
Blessing of shu
Summon 3+D6 Atlas lions anywhere within 60ft
blessing s of osiris
Any undead allied creatures within 120ft are resistant to radiant, fire, and force damage,from non magical bludgeoning, slashing, and piercing damage
Blessings of seth
Up to 6 target willing creatures gain a flying speed equal to their movement speed or are immediately teleported up to 120ft away
Blessings of isis
All spell attack, casting and any saving throws as a results of a magical spell or enchantment or ability have +3 to their rolls
Blessing of Geb
Creature is subsumed into the sand and has a movement speed of 60ft while traveling beneath the sand, for a bonus action they may leap from the sand at great speed up to a height of 10 + strength 22 x 2 (54 ft)
curse?
The one who kills akhemenotep the 3rd for the final time, having destroyed each phylactery and destroying his wraith form they may choose to either release the stolen divine energy within Akhemenotep or extract that energy and gain the boons themselves.
They gain the legendary action blessing of the gods and 2 legendary action charges
They also become an accursed enemy of the enneed pantheon and any who follow them.
Items
Shagan Sky splitter
An accursed blade formed of jet black stones and bones of a long dead sphinx, inscribed with ancient runes and foul magics this weapon knows its master and knows him well
Melee Weapon Attack: +4 to hit, reach 8 ft., one target. Hit: 4d8 + 6 slashing damage plus 2d4 fire damage
May summon a cyclone charges 3
The wielder points his wicked blade and sends a spiral of air starting at the tip of his blade and roaming the area for up to 12 seconds. The cyclone is 15”ft wide and 20ft high and has a movement speed of 50ft. It moves where the wielder points for a bonus action or randomly if not. Any creatures caught within its path must make a dexterity saving throw Dc 14 or take 2d4 bludgeoning damage and be swept into it. On a successful save, the creature takes half damage and is not swept away.
There can be a maximum of 18 small creatures, 14 medium creatures and 3 large creatures in the cyclone at any one time, if this maximum is reached, creatures that would be swept in are instead knocked prone and take 2d4 bludgeoning damage.
At the beginning of his next turn the cyclone may dissipate on an odd roll, unless he rolls a 17.
Any creature inside the cyclone when it does dissipate falls to the ground taking 2d4 bludgeoning damage and being knocked prone.
Curse
If any but akhemenotep attempt to wield shagan they receive the mummies curse. Each dawn they roll a constitution saving throw
Dc 18+ the number of days they have been cursed
For each point they fail it by add to the counter, when it reaches 18 their bones become adamantium and their flesh begins to fall off and decay taking their whole life total as necrotic damage every dawn.
If akhemenotep is dead and his phylactery destroyed he may choose to leave the land of the dead and take over this body. Reforming around the corpse.
Crown of kings
The crown of kings is a combination of all the crowns of the kingdom from the red desert to the mountains of Ahtum, both the southern and northern kingdoms are his by right of conquest he who wears this crown.
The wearer receives resistance to psychic damage and is immune from having their thoughts read or dreams visited.
The wearer can also communicate with any beast, undead, fey, fiend, creature, god, or entity within 120ft telepathically
Curse
Any wearer other than akhemenotep must make a wisdom saving throw dc 17 if failed they are insane and believe themselves to be akhemenotep the 3rd while he was alive.
Chariot of the god king
This chariot pulled by 2 necrosphinx was the chariot used by akhemenotep during the war of the king, the war of the black sand, and the conquest of the northern kingdom. Fire spits and flares from the rear as his lords concern is only what lays in front of him
Vehicle (land, air if saddles with a flying mount)
Carrying capacity: 4 passengers or 1200 ibs cargo
Crew 1, AC 20, Hp 212, damage threshold 18
Repair: repairs while in motion must succeed on a dexterity saving throw of dc23 to attempt the repair, when repairing roll a intelligence saving throw dc 12 if successful repair 1D6 damage for each point you succeeded up to a maximum of 5D6, requires x seconds to repair where x is 6 times 1D6 - your proficiency bonus if proficient is smithing tools, carpentry etc to a minimum of 1.
Requires 50 gp worth of relevant materials.
Special rules, provides half cover for passengers even if not in cover within the vehicle, passengers may make 1 attack with advantage once per round of combat
Scarab Pendant of hakhu
Presented as a gift by the god hakhu to his bride this pendant has the blessings and attention of the gods
If the wearer is aligned to the ennead pantheon them and allies within 60ft receive advantage on all constitution saving throws
Curse
If the wielder is not aligned to the ennead pantheon they must make a charisma saving throw dc 17 or be marked for death by Apophas. Who begins hunting them every night
Staff of osiris charges 3
Blinding light
The wielder creates a blinding flash of light, each creature within a 30ft radius sphere centered on them must make a dexterity saving throw DC 15. A creature is blinded for 1d6 hours on a failed save
At the end of each of the affected creatures' turn it makes a constitution saving throw DC17. on a success, the spell ends on that creature
Banishment
The wielder sends one creature that they can see within 60ft to another plane of existence. The target must succeed on a charisma saving throw dc17 or be banished.
If the target is native to the plane of existence you're on. they banish the target to a harmless demiplane. While there the target is incapacitated . the target remains there until the spell ends. At which point the target reappears in the space it left or in the nearest unoccupied space. If the target is native to a different plane of existence than the wielder, the target is banished with a delightful popping noise, returning to its home plane.
The wielder may only banish up to 1 creature at a time.
Curse
If the wielder is not of ennead royal blood or follows the ennead pantheon they must make a constitution saving throw dc 25
If failed they are blind permanently, no healing or removal of curses can cure this blindness, they remain blind even after death.
They're soul forever marked, only the direct intervention of another god can attempt to lift this curse.
if successful they are blind for 1D6 hours
Armour of the true king +3 Ac
This resplendent golden and adamantium plate armor crafted by the gods themselves. Encrusted with turquoise and sapphire jewels beneath its breast lies adamantium mail each link in the chain blessed by one of the 2000 gods.
At the beginning of combat the wearer chooses a damage type, the wearer becomes resistant to that damage type,
All critical attacks made against the wearer are treated as normal
Lightning damage is taken and resolved then redirected at random to one creature within 30ft.
The creature must make a dexterity saving throw 17 if successful take half damage
Curse
Curse of stone, the creature makes a DC21 saving throw if they fail they begin to turn to copper ore, if the armour is removed the transformation immediately stops. however if the armour is not removed within 1 minute of failing the saving throw the wearer is turned to a copper ore statue.
Description
Akhemenotep the 3rd, the undying, the ever living. once one of the most brilliant military minds of his age, destined for greatness but still wanted more. not satisfied with reunifying his fathers kingdom, not satisfied still with slaying the twin sphinx emporers of the achemeni empire. his death loomed over him his life accomplishments undone.
he would not have it, what should of been a homecoming, a pharaoh returning to his godly kind instead turned to horror. as beneath his black pyramid a most profane and forbidden curse was placed upon his mummified corpse and upon the land.
Ahriman leader of the cults and priests of Khemra released upon the land a undying demigod of death whose only desire is to conquer all including those he once considered kin
rising a ghoulish monstrosity with glowing amber eyes he still adorns himself all the finery and pompous circumstance he did in life, expecting all his subject even the dead to show him the proper curtesy.
what once was a devilish commander and formidable combatant has turned into the doom that waits beneath the sands. but he shall wait no longer.
Lair and Lair Actions
The black pyramid once sat prominently in the valley of dead kings but since Akhemenoteps imprisonment it has since been buried beneath the sands, its collection of forbidden tomes and empty halls now home to malevolent shadows and accursed entities (elemental death, forsaken shell, ghouls, shadows, khayai, the living wall) but one day akhemenotep will rise and with him the black pyramid will burst forth from the sands signalling the return of the true king of Khemra
Lair Actions
bring forth my legions
Akhemenotep summons 1 of his 5 generals from their crypts bringing with them their associated undead
Hoth (annis hag), 3 shadows, 3 gegenees,
Lyleath (night hag), 1 dream vestige, 6 wraith. 3 wights,
Nakht (sun giant) 12 marrulurk, 1 boneyard
Djehutty (necromancer) 1 crawling apocalypse, 2 fermented mummies, 3 larva mage
Yanwe (scorpion lord) 1 gargantuan tomb scorpion, 2 giant scarabs beetles, 4 sand beetle swarms
In addition to up to 40 skeletons every 120 seconds , for a duration of 800 seconds
Be gone vermin
All non undead creatures within 120 ft of Akhemenotep roll a wisdom saving throw DC18 on a failed save they begin to feel the walls closing in and suffer claustrophobia. A claustrophobic creature must use its movement to move towards any exit. For its action it must only use the dash action to move towards the exit. If it cannot move it may dodge. If it reaches an exit it may remain there and be unaffected.
While it remains at least 10ft away from an exit leading to an open space the affected creature has disadvantage on all saving throws and attack rolls.
At the end of each affected creatures activation roll a wisdom saving throw DC18 on a successful save the affects of claustrophobia end
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Comments