| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 10 | +0 | +0 |
| CON | 22 | +6 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 15 | +2 | +9 |
| WIS | 20 | +5 | +12 |
| CHA | 22 | +6 | +6 |
Legendary Resistance (3/Day, or 4/Day in Lair). If the mummy fails a saving throw, it can choose to succeed instead.
Magic Resistance. The mummy has Advantage on saving throws against spells and other magical effects.
Mythic Resilience (Rebirth). When reduced to 0 HP, Akhotep erupts in a wave of necrotic sand, regaining 200 HP and entering Mythic Phase II. All debuffs are removed.
Dreadful Glare. As an action, Akhotep targets one creature within 60 ft. that can see him. DC 20 Wis save or frightened for 1 minute. While frightened in this way, paralyzed. (Save at end of turns.)
Undead Restoration. If destroyed, the mummy gains a new body in 24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in an unoccupied space within the mummy’s lair. The heart is a Tiny object that has AC 17, HP 10, and Immunity to all damage except Fire.
Multiattack. The mummy makes one Rotting Fist or Channel Negative Energy attack, and it uses Dreadful Glare.
Rotting Fist. Melee Attack Roll: +13, reach 5 ft. Hit: 24 (3d10 + 6) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can’t regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack.
Channel Negative Energy. Ranged Attack Roll: +9, range 60 ft. Hit: 25 (6d6 + 4) Necrotic damage.
Dreadful Glare. Wisdom Saving Throw: DC 17, one creature the mummy can see within 60 feet. Failure: 25 (6d6 + 4) Psychic damage, and the target has the Paralyzed condition until the end of the mummy’s next turn.
Blasphemous Word (Recharge 5–6) Utters a cursed phrase. All creatures of his choice within 20 ft. must succeed on a DC 20 Con save or be stunned until the end of their next turn.
Wrath of the Tomb (1/day) Summons a sandstorm of necrotic fire in a 30-ft radius around him. Enemies take 55 (10d10) necrotic + fire damage and must succeed on a DC 20 Str save or be knocked prone.
Spellcasting. The mummy casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):
At Will: Dispel Magic, Thaumaturgy, Bless, Hold Person
3/Day Each: Guiding Bolt, Dispel Magic, Spirit Guardians, Banishment, Bestow Curse, Guardian of Faith, Flame Strike
2/Day Each: Sunbeam, Harm, Insect Plague, Heal, Scrying
1/Day Each: Mass Heal, Sunburst, Conjure Celestial, Symbol
Whirlwind of Sand. Trigger: The mummy is hit by an attack roll. Response: The mummy adds 2 to its AC against the attack, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied space it can see. Each creature of its choice that it can see within 5 feet of its destination space has the Blinded condition until the end of the mummy’s next turn.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the mummy can expend a use to take one of the following actions. The mummy regains all expended uses at the start of each of its turns.
Dread Command. The mummy casts Command (level 2 version), using the same spellcasting ability as Spellcasting. The mummy can’t take this action again until the start of its next turn.
Channel Divine Energy (Costs 2 Actions). The mummy arch-lord magically unleashes divine energy. Creatures within 30 feet of the mummy lord, including ones behind barriers and around corners, each creature of its choice must make a DC 18 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Glare. The mummy uses Dreadful Glare. The mummy can’t take this action again until the start of its next turn.
Necrotic Strike. The mummy makes one Rotting Fist or Channel Negative Energy attack.
Mythic Phase II (after Rebirth)
Akhotep transforms, his wrappings unraveling into flaming, cursed banners. His body smolders with necrotic fire.
Additional Traits in Phase II:
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Aura of Eternal Flame. At the start of Akhotep’s turn, each enemy within 20 ft. takes 14 (4d6) necrotic + 14 (4d6) fire damage.
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Mythic Lair Empowerment. His lair actions recharge every round instead of on a roll.
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Sands of Death (Recharge 6). Conjures a 40-ft. necrotic sandstorm. All enemies inside must make a DC 20 Con save or take 66 (12d10) necrotic damage and be blinded for 1 minute (repeat save at end of turn).
Description
Akhotep looms like a statue carved from wrath itself — a massive, broad-shouldered figure swathed in rotting golden wrappings that gleam faintly with cursed sigils. His flesh is dry, blackened, and cracked like sun-baked earth, and his eyes burn with smoldering void-fire, dark suns that promise endless torment. Heavy, ceremonial half-plate is bound to his body with chains of tarnished silver, each plate etched with blasphemous prayers to forgotten gods. As he moves, streams of burning sand cascade from his form, scattering across the ground in hissing waves. The air around him vibrates with a low, relentless hum — the sound of a thousand voices whispering their agony in unison. Akhotep does not walk; he advances like a storm, inexorable and merciless.
He is working under Sel'vexin the Destroyer and Vel'traxa, Queen of the Withering Web, Mistress of the Grave, Keeper of Dark. He also protects their phylactery.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the mummy arch-lord takes a lair action to cause one of the following effects; the mummy arch-lord can't use the same effect two rounds in a row:
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Cursed Sandstorm. Enemies of Akhotep in the lair must succeed on a DC 20 Con save or take 21 (6d6) necrotic damage and be blinded until end of their next turn.
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Summon Servants. Calls forth 1d4 mummies or 1 mummy lord (CR 15).
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Walls of the Tomb. The lair shifts, creating barriers of stone that imprison enemies (treat as wall of stone).
Regional Effects
A mummy lord's temple or tomb is warped in any of the following ways by the creature's dark presence:
- Food instantly molders and water instantly evaporates when brought into the lair. Other non magical drinks are spoiled - wine turning to vinegar, for instance.
- Divination spells cast within the lair by creatures other than the mummy arch-lord 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.
If the mummy arch-lord is destroyed, these regional effects end immediately.
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