Monster
Ankhtepot
Outside your table’s allowed sources
Official reference · RHW · 2014
- Creature type
- Undead
- Size
- Medium
- Armor class
- 17
- Hit points
- 202 (27d8 + 81)
- Speed
- Walk 30 ft., Fly 30 ft. (hover)
- Challenge rating
- 17
- Alignment
- Lawful Evil
- Strength
- 18
- Dexterity
- 10
- Constitution
- 17
- Intelligence
- 15
- Wisdom
- 20
- Charisma
- 16
- Passive Perception
- 21
- Initiative
- +6
- Saving Throws
- int: +8; wis: +11
- Skills
- history: +8; perception: +11; religion: +8
- Senses
- Truesight 60 ft.
- Languages
- Celestial, Common, Draconic
- Immunities
- necrotic, poison
- Condition Immunities
- charmed, exhaustion, frightened, paralyzed, poisoned
- Vulnerabilities
- fire
Traits
Darklord Restoration
If Ankhtepot dies, he revives with all his Hit Points in 1d10 weeks somewhere in Har'Akir.
Legendary Resistance (3/Day, or 4/Day in Domain)
If Ankhtepot fails a saving throw, he can choose to succeed instead.
Magic Resistance
Ankhtepot has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack
Ankhtepot makes four Negative Energy Burst attacks. He can replace one attack with a use of Spellcasting to cast Power Word Stun.
Negative Energy Burst
Melee Ranged Attack: +11, reach 5 ft. or range 60 ft. Hit: 26 (6d6 + 5) Necrotic damage.
Touch of Death (Recharge 6)
Ankhtepot touches one creature within 5 feet. If the creature has 80 Hit Points or fewer, it dies. Otherwise, it takes 52 (8d12) Necrotic damage.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Death Strike
Ankhtepot makes one Negative Energy Burst attack.
Hand of Fate
Strength Saving Throw: DC 19, one Large or smaller creature Ankhtepot can see within 60 feet. Failure: 14 (2d8 + 5) Force damage, and the target is pushed or pulled up to 20 feet straight away or toward Ankhtepot. Success: Half damage only. Success or Failure: Ankhtepot can't take this action again until the start of his next turn.
Sands of Time
Ankhtepot teleports up to 60 feet to an unoccupied space he can see. Charisma Saving Throw: DC 19, each creature in a 10-foot Emanation originating from Ankhtepot at his destination space. Failure: 11 (2d10) Necrotic damage, and the target magically ages 10 years. Success: Half damage only. Success or Failure: Ankhtepot can't take this action again until the start of his next turn.
Ankhtepot casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 19):
At will: Dispel Magic, Divination, Mage Hand (hand is Invisible), Power Word Stun
1/day each: Animate Dead, Sunburst
Regional effects
Har'Akir is altered by Ankhtepot's presence, creating the following effects:
- Blistering Sun: Any outdoor area of Bright Light in Har'Akir is an area of extreme heat (see the Dungeon Master's Guide).
- Closing the Borders: While in his domain, Ankhtepot can close or open the borders to Har'Akir at will. While the borders are closed, whirling sands fill the Mists surrounding Har'Akir. A creature that enters the Mists for the first time on a turn or starts its turn there takes 2d6 Slashing damage.
- Control Undead: Undead of CR 5 or lower in Har'Akir have the Charmed condition and obey Ankhtepot's orders.
If Ankhtepot dies, these effects end immediately.