Necropolis (5e)
5e
Aspect of Rahotep, Aspect of Rahotep's Soul: The rituals around Rahotep’s death ensured that his soul remained in this world rather than passing into the underworld for judgment. Seven of the aspects of his soul were set free to roam the world, to wreak havoc, and to build a cult that would remember him and, in time, free him and allow him to rise as Unmortal. These are his sahu, the spiritual body; sekem, the life energy; ka, the vital essence; ba, the personality; khaibet, the shadow; khu, the immortal self; and ren, the true name. The other two aspects — his khat, the body, and his ab, the heart — were entombed in his sarcophagus.
Khemitian lore conceives of nine parts of a human soul. Normally at death, most of the parts of the soul pass to the afterlife to be judged. As described earlier, however, Rahotep used powerful magics on his death so that the aspects of his soul stayed in the mortal realm.
This is where four of Rahotep’s most devoted priests performed the rituals necessary at his death to allow the nine aspects of his soul to remain in the mortal realm to prepare for his eventual ascension as Unmortal. The jars and bottles on the shelves are mostly empty or leaked, and the liquids within long since dried out. The dust on the shelves is all that is left of rolls of unused bandages. The hieroglyphs on the walls recite the various prayers needed to effect this terrible ritual.
Gholle: ?
Vampiric Ghoul: ?
Ghulaz: Ghulaz are undead creatures rumored to have originated on another plane of existence.
The statue is of Ghul, the mother of all the ghulaz. Those characters bearing figurines of Chons or Horus recognize the depiction as being that of a demoness. Hieroglyphs at the base of the statue state, “Ghul, she who spawned the Ghulaz!”
Ghul is a 12-foot-tall, misshapen female creature, the mother of all ghulaz.
Greater Priest Ghost: In life, greater priest ghosts were clerics devoted to an evil god and performed certain terrible rituals in life. In death, they guard a tomb of a power greater than theirs. They seal themselves alive in a sarcophagus or coffin where they eventually die. Their souls remain trapped in their bodies, eternal guardians waiting to bring doom upon any who might intrude on the house of death they protect.
After the ritual was complete, the four priests sealed themselves alive into the four sarcophagi in this room, where they died. But their souls remain within their mummified bodies, and they are now 4 greater priest ghosts.
Great Spider Mummy: A great spider mummy is created by forbidden rituals from the corpse of a species of extremely rare Khemitian giant spider.
Lightning-Quick Mummy: Lightning-quick mummies are created by foul sorceries to lure and trap those wishing to disturb the rest of the-unliving.
Mummy of Khemit: The mummy of Khemit is a preserved corpse animated through the use of sinister and dark magic to further the ends of the caster and “creator.”
Sekem of the Duat's Sekem Touch power.
Rahotep's Tomb Mummy: A humanoid creature that dies (through natural or unnatural causes, or as the result of a curse) while inside the Tomb of Rahotep rises as a mummy in 30 minutes.
Anyone killed by Rahotep rises as a Rahotep’s tomb mummy under Rahotep’s command in two rounds.
If a character fails its saving throw against one the Nine Curses of Rahotep, there are two principal effects on the character:
• First, Rahotep and each of the aspects of his soul can command that character at any time as a bonus action, with the same effect as a dominate person spell — but no further saving throw is permitted. (See, however, the sidebar for a discussion of possible mitigants to this result.) This effect is permanent and applicable any time the character is in the tomb, even should the party leave for a period of time and later return. This effect can be removed only by a wish spell or other similar magic. This effect is also suppressed if the character is inside the bounds of an antimagic field.
• Second, should the character at any time die while in the tomb, they cannot be raised from the dead by any means short of a true resurrection or wish spell. Further, within five minutes of the character’s death, their body begins to shrivel and change physically, teeth lengthening into fangs, hands twisting into claws. If either gentle repose or remove curse is cast on the body within five minutes of the beginning of this transformation, it reverses and no further transformation occurs. If, however, neither such spell is cast in that time period, the body irrevocably continues to transform, and in 10 more minutes becomes a Rahotep’s tomb mummy (see Appendix B). At that point, the corpse animates and is under the complete mental control of Rahotep, including any aspect of Rahotep. The body seeks to flee the party and join with Rahotep’s forces further in the tomb, where it can join in the destruction of its former friends.
Anyone who touches any of the items in either of the coffers must make a DC 18 Wisdom saving throw (and if they said Rahotep’s name or their own true name while in the tomb, bear one of Rahotep’s curses, or anointed a figurine and lit a lamp in Area 10, they must make this saving throw at disadvantage). On a failure, they open the coffers, lay out the service pieces on the altar, and don and take up the vestments and trappings. If questioned, they say that a ceremony must be performed here to ensure that Rahotep’s presence is banished.
As soon as the first item is placed on the altar or donned, a hollow-voiced chanting arises, and red flames spring alight in the air over the altar. The number of flames equals the number of members of the party who are the victim of one of Rahotep’s Curses, or who have said Rahotep’s name or their own true name while in the tomb, or who anointed a figurine and lit a lamp in Area 10 (plus the person who is conducting this ceremony, if not one of the foregoing). Each of these individuals now joins in a semicircle around the altar.
At this point, each of these characters is allowed one final DC 18 Wisdom saving throw at disadvantage to cease participating in the ceremony. Any who make this save are free to do as they wish, but if any one or more fail, they do everything in their power to continue this service to its completion, including attacking other members of the party. They cry out that the others must be in thrall to demons and that this ceremony is essential to ending Rahotep!
The ceremony takes two minutes to complete, and the requirements for it come unbidden to the minds of those performing it. If other characters forcibly remove those performing it from Area 12, they come to their senses. But if they re-enter Area 12, they again try to perform the ceremony. The physical destruction of all of the items in the coffers ends the compulsion. Should, somehow, the ceremony be completed, all of those performing it immediately die and begin the transformation into Rahotep’s tomb mummies.
A Heart. If a character presses this hieroglyph, they are targeted by a finger of death spell and must make a DC 21 Constitution saving throw, taking 61 (7d8 + 30) necrotic damage on a failed save, or half as much on a successful one. A character killed by this finger of death rises as a Rahotep’s tomb mummy unless remove curse or gentle repose is cast within five minutes.
Four Rahotep’s tomb mummies, former adventurers who fell to Rahotep’s curses, stand in the initial foyer (Area 25A).
A confrontation between the party and Rahotep in this area has five possible results:
The Party is Defeated but Rahotep does not Become Unmortal.
Rahotep slays all the party members, each of whom then rises as a Rahotep’s tomb mummy. Sad.
Sahu of the Duat's Touch of the Duat power.
Khu Aspect of Rahotep, Dim Figure, Vulture With the Head of a Man, Man-Headed Vulture: ?
Khaibet Aspect of Rahotep, Shadow, Human Shadow: ?
Ba Aspect of Rahotep, Statue, Face of Rahotep: ?
Sekem Aspect of Rahotep, Fiery Figure Roughly Human in Shape, Fiery Human Figure: ?
Sahu Aspect of Rahotep, Figure Darker Than the Dark Roughly Human in Shape, Extremely Dark Vaguely Human Shape: ?
Ren Aspect of Rahotep, Black Lightless Eyes, Black Eyes Like Lightless Holes: ?
Khat Aspect of Rahotep, Spectral Image, Mummified Figure Without Bandages Thin Gnarled Black Wet Radiating Palpable Evil, Rahotep's Corpse: ?
Ab Aspect of Rahotep, Spectral Image, Mummified Figure Without Bandages Thin Gnarled Black Wet Radiating Palpable Evil, Rahotep's Heart: ?
Ka Aspect of Rahotep, Swarm of Small Bat-Winged Horrors, Flying Scorpions, Flurry of Flying Shapes: ?
Rahotep the Undead: This is the form Rahotep takes when all aspects of Rahotep combine, before the Nine Evil Objects are immersed in the proper pools, allowing him to arise as Rahotep the Unmortal.
Rahotep the Unmortal: This is the form Rahotep takes once all Nine Evil Objects are immersed in the proper pools, which grants him powers near to those of a demigod.
This [Rahotep the Undead] is the form Rahotep takes when all aspects of Rahotep combine, before the Nine Evil Objects are immersed in the proper pools, allowing him to arise as Rahotep the Unmortal.
If all of the Nine Evil Objects are dropped into the pools that empower Rahotep, a brilliant flash of dark energy pours forth from the pools into his khat, and he is immediately transformed into Rahotep the Unmortal.
Gholle, Undead Humanoid With the Features of Hyenas Gorillas and Humans: ?
Gholle, Monstrous Gholle: ?
Fair Gholle: ?
Vampiric Ghoul, Possibly the Most Malign And Wicked of the Undead, Vile Creature: ?
Vampiric Ghoul, Pale Beautiful Girl, Concubine: ?
Ghulaz, Vile Creature, Vile Thing, Amalgam of the Worst Features of a Hound a Babboon and a Human: ?
Great Spider Mummy, Rotting Desiccated Giant Spider Wrapped in Bandages: ?
Mummy of Khemit, Preserved Corpse Animated Through the Use of Sinister and Dark Magic, Rotting Desiccated Corpse Wrapped in Bandages: ?
Undead, Undead Creature: Once the work was at last complete, the grand high priest sacrificed all of his remaining followers to Set, giving some the power to rise again as undead to guard the tomb.
Once all of the figurines are in place, the following table sets forth the effect on any character that moves the pointer to the indicated zodiacal sign. This occurs whether the character touches the pointer or moves it indirectly — through a rope, for example, or magic spell (such as telekinesis, mage hand, or even unseen servant). If more than one character moves the pointer together, the effect applies to the one who first chose, or first suggested, which sign to stop at. Once the pointer is moved to a wedge and the effect applied, its power is spent, and no further effect occurs from moving the pointer to that sign for one year and one day. No saving throws apply to any of these results, as the individual moving the pointer is a willing target. And nothing short of divine intervention (not even a wish spell) can reverse any of these consequences.
Zodiacal Sign Number Description Principal Effect Additional Effect
1 Pair of great fish with pearly white teeth, one coral-hued and the other silvery-gold, against a dark blue background
The character is stricken by a permanent wasting disease. Their Constitution is permanently reduced by 6 and their Strength is permanently reduced by 2 (in each case to a minimum of 1).
If any members of the party are victims of one of Rahotep’s curses, one such curse is dispelled. If none are currently so affected, this character is granted permanent immunity to Rahotep’s curses.
2 Man with white skin, crowned by green leaves and red flowers, pouring silvery waters from two golden chalices into a deep blue background
The character gains the ability to cast protection from energy one time per day as a reaction.
None
3 Three-horned goatfish of silver and white upon a field of dark green
One ability score of the player’s choice increases by 2 (which can exceed 20 but cannot exceed 24), but the character also must lose 2 points from another ability or 1 point from each of two other abilities of their choice (or randomly chosen).
None
4 Winged black centaur with scorpion tail wearing a red crown and flanked by two gold feathers, drawing a bow; royal purple background
A powerful demon or devil becomes the character’s enemy, seeking their ruin and suffering before attempting to slay them. This is likely not apparent until after the party leaves the tomb and time passes. It lasts until either the character or the demon or devil dies.
None
5 Dark-red scorpion with claws and stinger of jet crawling on a pale gray ground
The character immediately transforms into a different form, determined on the table for the reincarnate spell (or as you decide). If necessary, reroll until a form different from the character’s original form results. All abilities of the character are unchanged, except that it exchanges its original race for the new one and changes its racial traits accordingly. Items and clothing worn or held by the character do not transform, so they may no longer fit or be usable by the character.
None
6 Golden solar disc; a falcon in its center supports the beam of a balance, from which two iron pans are suspended by silvery chains; background is black
A magical item (of your choice) that is at least very rare appears in the character’s hands or at the character’s feet, but two wondrous, uncommon, or rare magical items of your choice owned by the character disappear permanently.
None
7 Priestess with pearly-hued flesh wearing a golden headdress and bearing a gold scepter, standing on a deep brown field
All forms of wealth carried or owned by the character, other than magic items, are lost forever. Portable property vanishes. Businesses, buildings, and land are lost in a way that alters reality the least. Any documentation proving ownership of an asset also disappears.
If any members of the party are victims of one of Rahotep’s curses, one such curse is dispelled. If none are currently so affected, this character is granted permanent immunity to Rahotep’s curses.
8 Bronze-maned lion adorned by a double crown of purple and gold on a blue-green field
The power to unravel and spin anew reality’s fabric one time is given to the character. The character can avoid or erase one event as if it never happened. This can be used immediately or at any later time until the character dies.
None
9 Orange scarab beetle with claws and mandibles of silver upon a field of dark gray
All magic items worn, carried, or owned by the character (even if held by another party member) disintegrate. Artifacts are not destroyed, but instead vanish from the character’s possession. This has no effect, however, on any of the Nine Evil Objects or on any deity figurines purchased from Atmu-thoth-rahat that the character may possess.
If any members of the party are victims of one of Rahotep’s curses, one such curse is dispelled. If none are currently so affected, this character is granted permanent immunity to Rahotep’s curses.
10 Two humans raising hands to touch one another; the male’s headdress is of gold feathers, and the female’s is a golden sun and uraeus serpent; background is indigo
A nonplayer character of your choice becomes hostile toward the character. The identify of this new enemy isn’t known until that NPC or someone else reveals it.
None
11 Black bull with pearl blaze and ruby red hooves and horns bearing a silver crescent and white moon-disc upon its back, upon a variegated field of light blue, light green, and violet
The character becomes permanently undead. They retain all memories, abilities, and spells they had while alive. They do not need to eat, drink, or breathe, and are immune to poison damage, but they hunger for blood and raw flesh, and an aura of death surrounds them at all times. In addition, they are subject to all spells and clerical abilities that affect undead. Healing spells and potions no longer benefit the character, who may regain hit points only through long and short rests or other nonmagical means. Clerics and paladins must immediately choose a new deity that represents death or be unable to regain spell slots.
None
12 Straight-horned blue ram crowned with four plumes (red, white, blue, and gold), on a pale green field
The character gains proficiency in two skills of their choice (and if a skill that the character already has proficiency in is chosen, then the proficiency bonus is doubled for that skill), and 10,000 XP; but their Charisma is permanently reduced by 2.
None
Undead Servant: ?
Restless Undead: ?
Hungering Undead: ?
Ghoulish Undead: ?
Nefertem, Ghost of a Priestess, Ghost Priestess: ?
Pharaoh Tankhefre I, Powerful Ghost: ?
Tcheri, Ghost: ?
Ghast: ?
Ghoul: Any humanoid creature slain by the gholle rises as a ghoul within 1d6 hours.
A humanoid slain by this [vampiric ghoul's life drain] attack rises 24 hours later as a ghoul under the vampiric ghoul’s control unless the humanoid is restored to life or its body is destroyed.
Ghoul, Sinister Creature: ?
Ghoul-Like Creature: ?
Ghoulish Creature: ?
Once-Human Ghoul: ?
Mummy: ?
Skeletal Creature: ?
Specter: ?
Utat-Nebbu, Dispater, Powerful Vampire, Rahotep's Original Mightiest Servant, Willing Devoted Servant, Vampire-Sorcerer, Unyielding Servant, Servant, Muscular Dark Figure Much Larger Than a Human With Red Leathery Skin Long Black Horns and a Huge Tail Curling Behind it Like That of a Scorpion: One of Rahotep’s original and mightiest servants, Utat-nebbu was sacrificed during the construction of the tomb and given the reward of undeath as a powerful vampire.
Vampire: ?
Vampire, Hungering Undead: ?
Vampire Spawn, Pale Woman Tall Slender With Long Stringy Hair: ?
Terrible Vampire: ?
Vampire Spawn: Anyone killed as a result of Utat-nebbu’s bite (but not subject to transformation into a Rahotep’s tomb mummy) rises as a vampire spawn the following sundown.
Will-o'-Wisp: ?
Wraith: ?
Mummified Zombie: ?
Mummy-Zombie: A mummy of Khemit appears as a rotting, desiccated corpse wrapped in bandages. It moves slowly, though this by no means should infer that it is a weak creature at all. In fact, these creatures are feared for their dark and evil powers that can slay a living creature and return it to life as a mummy-zombie, a horrible creature that serves the dark gods themselves.
Mummy-Zombie, Horrible Creature: ?
Sekem’s Touch. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 21 (6d6) psychic damage, and the target’s Intelligence score is reduced by 1d4. The target is stunned if this reduces its Intelligence to 0, and it must make a DC 16 Charisma saving throw at the start of its next turn. On a failure, a fragment of the sekem of the Duat’s soul possesses the creature, causing the target to fall unconscious while the sekem battles against the target’s soul for ultimate control over the target. At the end of that same turn, the possessed creature must make another Charisma saving throw. On a failure, the target dies and rises at the start of its next turn as a mummy of Khemit controlled by Rahotep. If the target succeeds, it expels the sekem of the Duat from its body, though the horrific ordeal drops its hit points to 0. A protection from evil and good spell wards the target against being possessed and prevents the transformation. Otherwise, the reduction lasts until the target finishes a short or long rest. The target remains stunned until its Intelligence score increases to at least 1.
Touch of the Duat. Melee Weapon Attack: +6 to hit, range 5 ft., one target. Hit: 35 (10d6) psychic damage, and the target’s Intelligence score is reduced by 2d4. The target is stunned if this reduces its Intelligence to 0, and it must make a DC 18 Charisma saving throw at the start of its next turn. On a failure, a fragment of the sahu of the Duat’s soul possesses the creature, causing the target to fall unconscious while the sahu of the Duat battles against the target’s soul for ultimate control over the target. At the end of that same turn, the possessed creature must make another Charisma saving throw. On a failure, the target dies and rises at the start of its next turn as one of Rahotep’s tomb mummies controlled by Rahotep. If the target succeeds, it expels the sahu of the Duat from its body, though the horrific ordeal drops its hit points to 0. A protection from evil and good spell wards the target against being possessed in the first place. Otherwise, the reduction lasts until the target finishes a short or long rest. The target remains stunned until its Intelligence score increases to at least 1.