Medium Humanoid, Lawful Evil
Armor Class 21 (natural armor)
Hit Points 333 (86d4 + 133)
Speed 25 ft.
STR
8 (-1)
DEX
18 (+4)
CON
19 (+4)
INT
21 (+5)
WIS
22 (+6)
CHA
6 (-2)
Saving Throws CON +13, INT +14, WIS +15
Skills Animal Handling +12, Arcana +24, Deception +13, History +16, Insight +15, Intimidation +14, Investigation +12, Medicine +11, Nature +9, Perception +14, Performance +14, Persuasion +15, Religion +13, Stealth +8
Damage Vulnerabilities Fire
Damage Resistances Lightning
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Tremorsense 200', Truesight 120 ft., Passive Perception 19
Languages Common plus the languages listed in the description in Language Note Override Anphu speaks all ancient and current humanoid languages, abyssal, fey, dragon common, 80% on various thieves chants, all forms of ancient and current Elvish
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/Day). If Anphu Kek Chiquet fails a saving throw, it can choose to succeed instead.

Immunity to Scrying, Anphu is never subject to any form of scrying.

Immunity to Psionics, Anphu is immune to any kind of psionics

Rejuvenation. Anphu Kek Chiquet uses any partial blooded female elf under his control as an energy source.  Providing there are any that remain alive when he is killed, Anphu Kek Chiquet immediately drains their life force, and then re-gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 50 mile of the the female elf, and in a carefully prepared location.  Anphu Kek Chiquet will have many of these in his home in the Barren Wastes, and will not travel without such a location being prepared for him by his subordinates in advance.

Spellcasting. Anphu Kek Chiquet is an 26th-level spellcaster in terms of his prepared spells and any spell in the Necromancer discipline. His spell casting ability is Wisdom and / or Intelligence (his option) (spell save DC 23, +16 to hit with spell attacks). Anphu has the following wizard spells prepared:

Anphu Kek Chiquet can cast the following spells at will as a bonus action:

revivify, speak with dead, vampiric touch

The rest he has prepared and can cast as part of his typical daily allowance:

Cantrips: (at will): mage hand, prestidigitation, ray of frost, toll the dead, chill touch, spare the dying

   Homebrew Cantrips (by Argoss): Assassin's Step,  Cold Feet, Dead Thought, Scout Missile, Statue Form, Wary

1st level (10 slots): detect magic, magic missile, shield, thunderwave, cause fear, false life, ray of sickness, inflict wounds

2nd level (8 slots): acid arrow, detect thoughts, invisibility, mirror image, ray of enfeeblement, blindness/deafness

3rd level (6 slots): animate dead, counterspell, dispel magic, fireball, animate dead, bestow curse, feign death

   Homebrew 3rd Level (by Argoss): Bestow, Parrot

4th level (5 slots): blight, dimension door, shadow of moil

5th level (5 slots): cloudkill, scrying, danse macabre, enervation, raise dead, negative energy flood

6th level (4 slots): disintegrate, globe of invulnerability, circle of death, create undead, eyebite, magic jar, harm, soul cage

   Homebrew 6th Level (by Argoss), Final Protective Protocol

7th level (3 slots): finger of death, plane shift, resurrection

8th level (3 slots): dominate monster, power word stun, abi-dalzim's horrid wilting, clone

9th level (2 slots): power word kill, astral projection, true resurrection

 

Actions

Paralyzing Touch. Melee Spell Attack: +16 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. In addition the attack also has the effects of the spell contagion and all appropriate saves must be made for the effects of that spell as well.

Vampiric Beam, exactly like the spell Vampiric Touch, except the attack is a ranged attack roll +16 to hit. Range 120'.  Anphu Kek Chiquet can only use this attack form 4/day (resetting at 3:33 am local time)

Invisibility, Anphu Kek Chiquet can become invisible as per the spell Invisibility at will 3/day.Anphu may used ranged attacks while invisible and NOT lose invisibility.

Reactions

Defensive Cantrips: Anphu Kek Chiquet may defensively cast any 1 cantrip at any point during the round (after his own initiative order) as an additional bonus action. This he may do during any portion of anyone else's turn after his own initiative.

Defensive Invisibility: Anphu Kek Chiquet may defensively become invisible at any time after his own initiative providing he has one of his three daily uses of that ability left. This he may do during any portion of anyone else's turn after his own initiative.

Legendary Actions

Anphu Kek Chiquet can take 4 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. Anphu Kek Chiquet regains spent legendary actions at the start of its turn.

Ease of Casting, Anphu Kek Chiquet can cast cantrips and 1st level spells as bonus actions, and has two bonus actions per round when used for casting with this Legendary Action.  Additionally, Anphu may cast one third or fourth level spell and a one "bonus action casting" as above with this Legendary Action.

Paralyzing Touch. Anphu Kek Chiquet can use this ability as stated above 2 times in 1 round (1 time per day, resetting at 3:33 am local time)

Frightening Wail. Anphu Kek Chiquet can cause both fear and pain 1/day (resetting at 3:33 am local time).  All creatures within 120' who can hear must make a DC 17 Con Save or be both Frightened for 1d4 rounds and possibly Stunned for 1 round if the fail was by 5 or more

Recruit Elf Maidens. All female elves or halfelves within 100' must make a Con save DC 10 at the start of each of their turns or become overwhelmed with pity and compassion for Anphu Kek Chiquet, seeing themselves as his protectors and ALL those who do him harm as enemies.  This effect is not a strictly magical charm, it is biological kind of magic that works both with minuet spores that Anphu Kek Chicquet emits, as well as a strong pheromone he emits, both laden with powerful mind altering affects that are designed to ensnare the service of Elvish women, whom Anphu Kek Chiquet uses as both mercenaries / servants and sources of life force for himself to linger on with. 

If in his lair or his own lands, this effect s is much stronger  In his lands the DC is 12, and in his lair it is 15.

Description

Appearence: Anphu Kek Chicquet can take the form of any humanoid creature small or medium size at will.  But his armor class and hit points do not vary, nor does he lose any of his abilities nor does he gain any from the transformation.

His normal appearance is that of a pale sickly old man, who if at rest could pass for being recently dead.

His ears are pointed suggesting elf or elf-like origins, but this has never been confirmed

Classes & Levels: Besides his Necromancer class, Anphu is a 18th level Cleric, 17th level Druid, 15th level Warlock, 14th Level Sorcerer and 14th Level Wizard in terms of magical knowledge and top end casting ability. 

History: Anphu Kek Chiquet is many thousands of years old. The oldest Wizards and Elves knew of him when they were young, and he was old then.  Anphu Kek Chiquet is a Necromancer of great age.  His started as a a Wizard some say.  Some say as a Druid.  However, his origins and date of birth are known only to him. 

Anphu has long had a turbulent relationship with the world of Men and Elves.  Sometimes he is an ally, sometimes he is far less helpful. To be sure, those who know him best are the oldest and most powerful of Wizards and Elves, and none of them would claim they know him well, or could be certain of anything in terms of motivations.  What is known is that Anphu Kek Chiquet clings to life unnaturally.  Though it is only rumored among decent societies, the old Necromancer uses Elf  and Halfelf females as a source of energy.  Enslaving them and slowly, and only as needed, draining them of life force.

Dweilling Place: Anphu Kek Chiquet lives in a large walled castle well populated with undead servants of all kinds (including animals and monsters).  The castle called "Necrolim" is surrounded by hundreds of miles of dead ground, filled with tainted waters, dead forests and open rolling hills of ash and dust.  

The are around Necrolim is called The Barren Wastes by locals who live warily just outside it.  The entire region is populated by the servants of Anphu Kek Chiquet.

Anphu does not suffer visitors, save Elf or halfelf females, who he will allow safe passage to, all the way to and into Necrolim. But no one else, including would be companions of the same Elf Females are allow to enter into his lands.  This fact is both widely known and publicized.

Oddly enough, Anphu Kek Chiquet does NOT attempt to beguile of charm Elf females who willing come to see him.  They are always allowed to come to Necrolim and leave providing they do not try and harm him or destroy anything of his.

Sevants: Anphu's most trusted servants are females elves who have willingly become his.  These he never completely drains, and for some number of years of willing service, he financially and magically rewards the females elves who serve him.  He never violates or goes back on a contract or agreement.  In this way he is absolutely adherent to his Lawful Evil ways. 

Other servants include all those who heros and villains alike that have over the millennia, come to kill Anphu and failed.  The most powerful of which guard Necrolim itself as undead, but fully functional slaves.

There are also a large number of drow females who are one of the groups that have come to worship him.  Many of these are under contract as mentioned above.  Some he simply recruited.

There are many elf female undead servants also, who have over the millennia have been collected as soldiers once their life force in their cases was completely drained.

The many monsters and creatures of all kinds that either wandered into the Barren Wastes and have been killed are all now part of Anphu's vast army of undead that stand like trees all over the Barren Wastes in massive and small units put together as Anphu saw fit.

This will include all kindsof forest and plains animals great and small from Mastodons to field mice.  Blue Jays to Giant Condors, Salamanders, and fish and even insects.

If it was ever, or wandered into the Barren Wastes, it is either fighting Anphu's army vainly and about to die, or already part of that army.

 

Personality: Anphu is much more concerned with staying alive and NOT slipping into some form of undeath.  Anphu despises weakness and sees servitude and undeath as two forms of weakeness worse than any other.  Of course that does not keep him from using undead or taking advantage of weaknessfor his own gain. 

Still he is much more Lawful than Evil.  When not pressed, his normal mode is Neutral and can even have bouts of benevolence.  The later he does both for his public image, as well as a crafty way to keep powerful friends from aligning against him.

When push comes to show, Anphu has more than once joined the forces of good to fight Chaotic evil or evil that would upset the status quo.  Anphu greatly benefits from a generally stable and good world, and intends to keep things as they are.

With that said, Anphu is a terrible enemy to have.

Anphu despises Lich's and will seek to destroy them (without risking himself) whenever he learns of them.  Subconsciously Anphu see's that as a pathetic state, that he himself is just shy of.  Only his fiendish clinging to unnaturally extended life has kept him fro becoming a Lich himself, and this state he has fended off for at least 1 and one half millennia if not longer.  Again subconsciously (and he would deny this) he sees LIch kind as a disease, that the hismelf does not want to catch.

Following: Anphu Kek Chiquet has been around for a very long time.  He is worshiped by many kinds of creatures and beings.  Some call him simply "The Necromancer", some worship him as a God by the following names:  Anphu - or - Kek - or Chiquet (which can be spelled several ways).  Largely these various followers / worshipers are not even aware of the other identities that Anphu has or that others worship him.

Anphu is constantly meddling in the affairs of his worshipers for his own mysterious purposes, which might just be amusement and ego.  He certainly uses his worshipers to fight proxy wars and manipulate events as he see fit.

Allies: Anphu has powerful allies among Kings, Wizards and even some Druids. Anphu carefully manages these relationships and tries to keep his enemies at odds with each other,and convert his enemies to allies.  He is not above creating problems secretly to openly provided helpful solutions. 

With The Druids, Anphu's own malevolence over nature is balanced by his active participation against greater evils that threaten pristine forests or other environments.

With Kings Anphu uses almost limitless traditional wealth and a wealth of information,and military and strategic assistance to maintain what would otherwise be seen as an unacceptable alliance.

With Wizards, Anphu offers assistance and useful counsel, even keeping of secrets, and offering safe haven in Necrolim, where it is generally seen as a place out of reach, even by the most powerful.

Only the leaders of free and generally good Elves have maintained a constant enmity and disdain for Anphu, and constantly advice and act against him.  This Anphu uses often to appear the victim with the Elves, serving to some extent to keep alliances against him without the ability to fully form.

Anphu has more than once acted in defense of those whom it would appear he had no gain in defending.  This he has done publicly and to great effect.  His critics claim this is to garner support and to keep his enemies divided.

Lair and Lair Actions

Necrolim is a Multi-walled citadel with numerous towers.  It has siege engines and war machines of every make and kind.  It has a garrison of at least 10,000 individuals at all times. Many of them (thousands) both willing and undead characters of great power.  Hundreds of them would be counted as legendary as a few of them nearly succeeded in killing Anphu in the past.

One tower: Volkurion, is the center of Necrolim.  Its size is massive, and fully 3000 of Anphu's best man the tower.  It is widely believed that the only entrance into the subterranean complex beneath Necrolim is somewhere within the tower.  Though this could itself be a carefully planted rumor.

The subterranean complex is called Belmoria Al-Kalim. (pronounced: BellMoria Al Kaleem) The rumors about the complexity and magnificence of this realm is legendary, but entirely unconfirmed by reliable supported reports.  It is said to be even more populated with even more powerful guards.

Somewhere within Belmoria Al-Kalim, is said to be a treasure hoard that would make Baphomet blush.

Though it is said by some that even this is just  rouse to attract greedy fools into becoming the Necromancer's newest guards.

What is known, is that Belmoria Al-Kalim is that is it regarded by many as the best place to hide something.  For this reason, Anphu has a thriving business of "Safe Guarding" both valuable items, and individuals (who he places in a near death like stasis for safe keeping)

Again, Anphu never goes back on his word (is the popular saying), and no one has seemed to produce evidence to the contrary.

Previous Versions

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Monster Tags: NPCShapechangerundeadelfhumanoidHumanhalf-elf

Argoss

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