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<blockquote data-quote="dave2008" data-source="post: 8374046" data-attributes="member: 83242"><p><h2>[ATTACH=full]142524[/ATTACH]</h2><p><a href="https://www.deviantart.com/plutus0519/art/Lord-Of-Sand-821300241" target="_blank">Lord of Sand</a> by plutus0519 (copyright plutus0519)</p><p></p><p><strong><span style="font-size: 22px">Ankhtepot</span></strong></p><p><em>Medium undead, lawful evil</em></p><p><img src="https://www.enworld.org/attachments/1599771485172-png.126033/" alt="1599771485172.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Armor Class </strong>19 (Natural Armor)</p><p><strong>Hit Points</strong> 340 (20d8 + 80) x2; bloodied 170)</p><p><strong>Speed </strong>20 ft. (40 ft. on sand)</p><p><img src="https://www.enworld.org/attachments/1599771486387-png.126034/" alt="1599771486387.png" class="fr-fic fr-dii fr-draggable " style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>18 (+4)</td><td>10 (+0)</td><td>18 (+4)</td><td>15 (+2)</td><td>21 (+5)</td><td>19 (+4)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599771488291-png.126035/" alt="1599771488291.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Saving Throws</strong> Dex +6, Con +10, Int +8, Wis +11, Cha +10</p><p><strong>Skills </strong>Arcana +8, Athletics +10, History +8, Intimidation +10, Perception +11, Religion +8</p><p><strong>Damage Resistances</strong> cold, force</p><p><strong>Damage Immunities </strong>necrotic, poison</p><p><strong>Condition Immunities</strong> charmed, exhaustion, frightened, paralyzed, poisoned</p><p><strong>Senses</strong> darkvision 120 ft., truesight 60 ft., passive perception 21</p><p><strong>Languages </strong>Common, telepathy 120 ft.</p><p><strong>Challenge </strong>17 (36,000 elite XP) <strong>Proficiency Bonus</strong> +6</p><p><img src="https://www.enworld.org/attachments/1599771489448-png.126036/" alt="1599771489448.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong><em>DarkLord (EliteTrait, recharges after a Rest). </em></strong>When Ankhtepot is first bloodied, all conditions and effects he is suffering end for him, all of his abilities recharge, and he can use his Elite Actions.</p><p></p><p><em><strong>Limited Magic Immunity.</strong></em> Ankhtepot is immune to cantrips and he has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against him has disadvantage on the attack roll.</p><p></p><p><strong><em>Marshall Undead.</em></strong> Unless Ankhtepot is incapacitated, he and undead creatures of his choice within 120 feet of him have advantage on saving throws against features that turn undead.</p><p></p><p><strong><em>Necrotic Weapons.</em></strong> Ankhtepot attacks are magical and deal an extra 21 (6d6) necrotic damage on a hit. Additionally, Ankhtepot wields a magic +3 kopesh. If Ankhtepot is destroyed the kopesh crumbles into sand and is reformed with his body (see rejuvenation).</p><p></p><p><strong><em>Negative Energy Aura. </em></strong>Ankhtepot is surround by an aura of negative energy and he can senses the ka of living creatures in the aura, gaining knowledge of their health: their current hit points, any conditions they are suffering, etc. Additionally, any living creature within 90 feet of him can't regain hit points.</p><p></p><p><em><strong>Regeneration.</strong></em> Ankhtepotregains 20 hit points at the start of each of his turns. If Ankhtepot is sprinkled with holy water or takes fire damage when he reaches 0 hit points, this trait doesn’t function at the start of his next turn and it is destroyed (see rejuvenation).</p><p></p><p><em><strong>Rejuvenation.</strong></em> If Ankhtepot is destroyed, he gains a new body in 24 hours if his heart is intact, regaining all his hit points and becoming active again. The new body appears within 5 feet of the his heart.</p><p></p><p><strong><em>Undead Strength. </em></strong>Ankhtepot does not take extra damage from critical hits, gains a +2 bonus on Strength (Athletic) checks, and a melee weapon deals one extra die of its damage when he hits with it (included in the attack).</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><em><strong>Multiattack.</strong></em> Ankhtepot can use its Dreadful Glare and makes two melee attacks.</p><p></p><p><em><strong>Rotting Fist.</strong> Melee Weapon Attack:</em> +9 to hit, reach 5 ft., one target. <em>Hit:</em> 9 (2d4 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 19 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 <em>remove curse spell</em> or other magic.</p><p></p><p>If a Large or smaller creature is hit by two rotting firsts on the same turn, it is also grappled (escape DC 20).</p><p></p><p><strong><em>Khopesh.</em></strong> <em>Melee Weapon Attack:</em> +13 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (1d8 + 7) slashing damage plus 21 (6d6) necrotic damage or 40 (4d8 + 22) slashing damage on a critical hit.</p><p></p><p><em><strong>Dreadful Glare.</strong></em> Ankhtepot targets one creature it can see within 90 feet of it. If the target can see Ankhtepot, it must succeed on a DC 18 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 Ankhtepot for the next 24 hours.</p><p></p><p><em><strong>Burial Magic (1/Short Rest each).</strong></em> Ankhtepot creates one of the following magical effects.</p><ul> <li data-xf-list-type="ul"><em>Animate Dead. </em>Ankhtepot selects up to 4 dead humanoids within 180 feet of him. The targets rise as mummies. The mummies act on their own initiative, are allies of Ankhtepot and listen to his commands.</li> <li data-xf-list-type="ul"><em>Desert Petrification. </em>Ankhtepot selects one creature he can see within 180 feet of him. The creature must succeed on a DC 18 Constitution saving throw. On a failed save, the creature begins to turn to sand and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature turns into a sandstone statue until freed by the <em>greater restoration</em> spell or other magic.</li> <li data-xf-list-type="ul"><em>Putrid Cloud.</em> Ankhtepot selects a point hecan see within 180 feet of him and conjures a 20-foot-radius sphere of biting insects. The swarm spreads around corners, and its area is heavily obscured. The swarm lingers in the air until it dissipates at the start of Ankhtepot's next turn.<br /> Each creature within the swarm at the start of its turn must make a DC 18 Constitution saving throw. On a failure, the creature takes 27 (5d10) poison damage and cannot take bonus actions or reactions and has disadvantage on its attacks, checks, and saving throws until the end of Ankhtepot's next turn. On a success, the creature takes half as much damage.</li> </ul><p><strong><em>Sandstorm Breath (Recharge 5-6). </em></strong>Ankhtepot exhales a 90-foot cone of sand. Each creature in the cone must make a DC 18 Dexterity saving throw, taking 55 (10d10) slashing damage on a failed save, or half as much on a success.</p><p></p><p><strong><em>Sandy Teleport.</em></strong> If Ankhtepot is standing on sand or sandstone it can teleport up to 90 feet to an unoccupied area it can see. The location it teleports to must also be made sand or sandstone.</p><p></p><p><strong><u>REACTIONS</u></strong></p><p><em><strong>Bandage Parry.</strong></em> Ankhtepot adds 6 to its AC against one ranged attack that would hit it. To do so, he must see the attacker.</p><p></p><p><strong><em>Rotting Grasp. </em></strong>A creature that ends its turn grappled by Ankhtepot takes 21 (6d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until removed by a <em>greater restoration </em>spell, similar powerful magic, or the creature ingests the desiccated blood of a greater mummy's heart. The target dies if this effect reduces its hit point maximum to 0, crumbling into a pile of sand.</p><p></p><p><u><strong>LEGENDARY ACTIONS</strong></u></p><p>Ankhtepot can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Ankhtepot regains spent legendary actions at the start of its turn</p><p></p><p><strong>Blinding Dust.</strong> Blinding dust and sand swirls magically around Ankhtepot. Each creature within 20 feet of Ankhtepot must succeed on a DC 18 Constitution saving throw or lose any resistance to necrotic damage and be blinded until the end of the creature's next turn.</p><p><strong>Glare.</strong> The mummy uses its Dreadful Glare.</p><p><strong>Sand Javelin. </strong>Ankhtepot coalesces sand into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 17 (3d8 + 4) piercing damage to the target, striking unerringly. The javelin disappears after it hits.</p><p><strong>Blasphemous Word (Costs 2 Actions).</strong> Ankhtepot utters a blasphemous word. One living creature that Ankhtepot can see within 90 feet of it, that can hear the magical utterance, and has less than 100 hit points is stunned until the end of Ankhtepot next turn.</p><p><strong>Teleport (Cost 2 Actions).</strong> Ankhtepot recharges Sandy Teleport and immediately uses it.</p><p><strong>Attack (Costs 3 Actions).</strong> Ankhtepot makes two melee attacks.</p><p><strong><em>Desert Magic (Cost 3 Actions). </em></strong>The greater mummy recharges its Desert Petrification, if needed, and uses this magic.</p><p></p><p><strong><u>ELITE ACTIONS</u></strong></p><p>If Ankhtepot's elite trait is active, he can use the options below as legendary actions for 1 hour after using Darklord.</p><p></p><p><strong>Quickand.</strong> Ankhtepot choses up to four creatures he can see within 60 feet of him and turns the ground beneath them into quick sand. The creature must use it reaction and make a DC 18 Dexterity saving throw or be grappled (escape DC 18). A creature grappled this way is also restrained. If a creature does not have a reaction or choses not to use one, it automatically fails the saving throw.</p><p><strong>Death Aura (Costs 3 Actions). </strong>Every living creature of Ankhtepot's choice within his negative energy aura takes 16 (3d10) necrotic damage:</p></blockquote><p></p>
[QUOTE="dave2008, post: 8374046, member: 83242"] [HEADING=1][ATTACH type="full" alt="1629558419570.png"]142524[/ATTACH][/HEADING] [URL='https://www.deviantart.com/plutus0519/art/Lord-Of-Sand-821300241']Lord of Sand[/URL] by plutus0519 (copyright plutus0519) [B][SIZE=6]Ankhtepot[/SIZE][/B] [I]Medium undead, lawful evil[/I] [IMG alt="1599771485172.png"]https://www.enworld.org/attachments/1599771485172-png.126033/[/IMG] [B]Armor Class [/B]19 (Natural Armor) [B]Hit Points[/B] 340 (20d8 + 80) x2; bloodied 170) [B]Speed [/B]20 ft. (40 ft. on sand) [IMG alt="1599771486387.png"]https://www.enworld.org/attachments/1599771486387-png.126034/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]18 (+4)[/TD] [TD]10 (+0)[/TD] [TD]18 (+4)[/TD] [TD]15 (+2)[/TD] [TD]21 (+5)[/TD] [TD]19 (+4)[/TD] [/TR] [/TABLE] [IMG alt="1599771488291.png"]https://www.enworld.org/attachments/1599771488291-png.126035/[/IMG] [B]Saving Throws[/B] Dex +6, Con +10, Int +8, Wis +11, Cha +10 [B]Skills [/B]Arcana +8, Athletics +10, History +8, Intimidation +10, Perception +11, Religion +8 [B]Damage Resistances[/B] cold, force [B]Damage Immunities [/B]necrotic, poison [B]Condition Immunities[/B] charmed, exhaustion, frightened, paralyzed, poisoned [B]Senses[/B] darkvision 120 ft., truesight 60 ft., passive perception 21 [B]Languages [/B]Common, telepathy 120 ft. [B]Challenge [/B]17 (36,000 elite XP) [B]Proficiency Bonus[/B] +6 [IMG alt="1599771489448.png"]https://www.enworld.org/attachments/1599771489448-png.126036/[/IMG] [B][I]DarkLord (EliteTrait, recharges after a Rest). [/I][/B]When Ankhtepot is first bloodied, all conditions and effects he is suffering end for him, all of his abilities recharge, and he can use his Elite Actions. [I][B]Limited Magic Immunity.[/B][/I] Ankhtepot is immune to cantrips and he has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against him has disadvantage on the attack roll. [B][I]Marshall Undead.[/I][/B] Unless Ankhtepot is incapacitated, he and undead creatures of his choice within 120 feet of him have advantage on saving throws against features that turn undead. [B][I]Necrotic Weapons.[/I][/B] Ankhtepot attacks are magical and deal an extra 21 (6d6) necrotic damage on a hit. Additionally, Ankhtepot wields a magic +3 kopesh. If Ankhtepot is destroyed the kopesh crumbles into sand and is reformed with his body (see rejuvenation). [B][I]Negative Energy Aura. [/I][/B]Ankhtepot is surround by an aura of negative energy and he can senses the ka of living creatures in the aura, gaining knowledge of their health: their current hit points, any conditions they are suffering, etc. Additionally, any living creature within 90 feet of him can't regain hit points. [I][B]Regeneration.[/B][/I] Ankhtepotregains 20 hit points at the start of each of his turns. If Ankhtepot is sprinkled with holy water or takes fire damage when he reaches 0 hit points, this trait doesn’t function at the start of his next turn and it is destroyed (see rejuvenation). [I][B]Rejuvenation.[/B][/I] If Ankhtepot is destroyed, he gains a new body in 24 hours if his heart is intact, regaining all his hit points and becoming active again. The new body appears within 5 feet of the his heart. [B][I]Undead Strength. [/I][/B]Ankhtepot does not take extra damage from critical hits, gains a +2 bonus on Strength (Athletic) checks, and a melee weapon deals one extra die of its damage when he hits with it (included in the attack). [B][U]ACTIONS[/U][/B] [I][B]Multiattack.[/B][/I] Ankhtepot can use its Dreadful Glare and makes two melee attacks. [I][B]Rotting Fist.[/B] Melee Weapon Attack:[/I] +9 to hit, reach 5 ft., one target. [I]Hit:[/I] 9 (2d4 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 19 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 [I]remove curse spell[/I] or other magic. If a Large or smaller creature is hit by two rotting firsts on the same turn, it is also grappled (escape DC 20). [B][I]Khopesh.[/I][/B] [I]Melee Weapon Attack:[/I] +13 to hit, reach 5 ft., one target. [I]Hit:[/I] 11 (1d8 + 7) slashing damage plus 21 (6d6) necrotic damage or 40 (4d8 + 22) slashing damage on a critical hit. [I][B]Dreadful Glare.[/B][/I] Ankhtepot targets one creature it can see within 90 feet of it. If the target can see Ankhtepot, it must succeed on a DC 18 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 Ankhtepot for the next 24 hours. [I][B]Burial Magic (1/Short Rest each).[/B][/I] Ankhtepot creates one of the following magical effects. [LIST] [*][I]Animate Dead. [/I]Ankhtepot selects up to 4 dead humanoids within 180 feet of him. The targets rise as mummies. The mummies act on their own initiative, are allies of Ankhtepot and listen to his commands. [*][I]Desert Petrification. [/I]Ankhtepot selects one creature he can see within 180 feet of him. The creature must succeed on a DC 18 Constitution saving throw. On a failed save, the creature begins to turn to sand and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature turns into a sandstone statue until freed by the [I]greater restoration[/I] spell or other magic. [*][I]Putrid Cloud.[/I] Ankhtepot selects a point hecan see within 180 feet of him and conjures a 20-foot-radius sphere of biting insects. The swarm spreads around corners, and its area is heavily obscured. The swarm lingers in the air until it dissipates at the start of Ankhtepot's next turn. Each creature within the swarm at the start of its turn must make a DC 18 Constitution saving throw. On a failure, the creature takes 27 (5d10) poison damage and cannot take bonus actions or reactions and has disadvantage on its attacks, checks, and saving throws until the end of Ankhtepot's next turn. On a success, the creature takes half as much damage. [/LIST] [B][I]Sandstorm Breath (Recharge 5-6). [/I][/B]Ankhtepot exhales a 90-foot cone of sand. Each creature in the cone must make a DC 18 Dexterity saving throw, taking 55 (10d10) slashing damage on a failed save, or half as much on a success. [B][I]Sandy Teleport.[/I][/B] If Ankhtepot is standing on sand or sandstone it can teleport up to 90 feet to an unoccupied area it can see. The location it teleports to must also be made sand or sandstone. [B][U]REACTIONS[/U][/B] [I][B]Bandage Parry.[/B][/I] Ankhtepot adds 6 to its AC against one ranged attack that would hit it. To do so, he must see the attacker. [B][I]Rotting Grasp. [/I][/B]A creature that ends its turn grappled by Ankhtepot takes 21 (6d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until removed by a [I]greater restoration [/I]spell, similar powerful magic, or the creature ingests the desiccated blood of a greater mummy's heart. The target dies if this effect reduces its hit point maximum to 0, crumbling into a pile of sand. [U][B]LEGENDARY ACTIONS[/B][/U] Ankhtepot can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Ankhtepot regains spent legendary actions at the start of its turn [B]Blinding Dust.[/B] Blinding dust and sand swirls magically around Ankhtepot. Each creature within 20 feet of Ankhtepot must succeed on a DC 18 Constitution saving throw or lose any resistance to necrotic damage and be blinded until the end of the creature's next turn. [B]Glare.[/B] The mummy uses its Dreadful Glare. [B]Sand Javelin. [/B]Ankhtepot coalesces sand into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 17 (3d8 + 4) piercing damage to the target, striking unerringly. The javelin disappears after it hits. [B]Blasphemous Word (Costs 2 Actions).[/B] Ankhtepot utters a blasphemous word. One living creature that Ankhtepot can see within 90 feet of it, that can hear the magical utterance, and has less than 100 hit points is stunned until the end of Ankhtepot next turn. [B]Teleport (Cost 2 Actions).[/B] Ankhtepot recharges Sandy Teleport and immediately uses it. [B]Attack (Costs 3 Actions).[/B] Ankhtepot makes two melee attacks. [B][I]Desert Magic (Cost 3 Actions). [/I][/B]The greater mummy recharges its Desert Petrification, if needed, and uses this magic. [B][U]ELITE ACTIONS[/U][/B] If Ankhtepot's elite trait is active, he can use the options below as legendary actions for 1 hour after using Darklord. [B]Quickand.[/B] Ankhtepot choses up to four creatures he can see within 60 feet of him and turns the ground beneath them into quick sand. The creature must use it reaction and make a DC 18 Dexterity saving throw or be grappled (escape DC 18). A creature grappled this way is also restrained. If a creature does not have a reaction or choses not to use one, it automatically fails the saving throw. [B]Death Aura (Costs 3 Actions). [/B]Every living creature of Ankhtepot's choice within his negative energy aura takes 16 (3d10) necrotic damage: [/QUOTE]
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