The Necropolis of Nekh-Amon Conqueror
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The Necropolis of Nekh-Amon

The sandstorm lays bare graves that refused to be forgotten

Nekh-Amon, the Embalmed King
The Adversary
Nekh-Amon, the Embalmed King
Mummy lord (undead sorcerer) · CR 15

Blue soul-fire leaks from his ancient wrappings as he rises from his throne, trailed by every soul that ever violated his grave.

Show stat block
Nekh-Amon, the Embalmed King
Middelgroot ondode (mummievorst), wetteloos kwaadaardig
Armor Class 18 (natuurlijke wapenrusting)
Hit Points 230 (20d8+140)
Speed 9 m
STR18+4
DEX10+0
CON24+7
INT18+4
WIS18+4
CHA20+5
Saving Throws Con +12, Int +9, Wis +9, Cha +10
Skills Arcana +9, Religie +9
Resistances & immunities weerstand tegen stomp-, snijdend- en steekschade van niet-magische wapens; immuun voor vuurschade en gifschade; immuun voor betoverd, verlamd, vergiftigd, doodsbang
Senses duisterzicht 18 m, passieve Waarneming 14
Challenge 15 (13.000 XP)
Traits

Zielenvuur-aura. Elke levende creature die haar beurt begint binnen 3 m van Nekh-Amon moet een DC19 Wijsheidsworp doen of één niveau doodsbang oplopen.

Windselverband regeneratie. Nekh-Amon geneest 15 HP aan het begin van zijn beurt, tenzij hij sinds zijn laatste beurt vuurschade heeft opgelopen.

Actions

Multiattack. Nekh-Amon gebruikt Windselgreep tweemaal, of casts een bezwering en gebruikt Windselgreep eenmaal.

Windselgreep. Melee wapenaanval: +10 tref, bereik 2 m, één doelwit. Trefkans: 18 (3d8+4) stukschade plus 14 (4d6) necrotische schade; het doelwit kan tot het einde van zijn volgende beurt niet genezen worden.

Zielenvuurstraal (herlaadt 5-6). 18 m lijn, 1,5 m breed; elke creature daarin moet een DC19 Behendigheidsworp doen. Bij falen 45 (10d8) vuur- en necrotische schade (helft van elk), bij succes de helft van de schade.

5e-compatible stat block · this monster also appears in the adventure PDF

The Story

The sandstorm dies down and reveals what lay buried an hour before: rows of leaning obelisks, covered in a script no one can read anymore. The sun burns without mercy and sapphire-blue scarabs dart away beneath your feet. At the foot of the largest obelisk kneels a battered grave-robber, terrified, his hands full of dust. "I touched nothing," he stammers. "But something in there has woken."

The caravan leader who hires you stares in dread at the blue glow that rises by night from the Necropolis of Nekh-Amon. His ancestors are buried here, and their rest has been broken. Deep beneath the sand the first ruler of this necropolis is waking—an embalmed sorcerer-king who waited centuries for the stars and the shifting sand to lay his tomb bare once more.

You descend into the city of the dead: corridors of traps that have guarded the tomb for a thousand years, hieroglyphic puzzles that bar the way to the burial chamber, halls where embalmed sentinels step from their sarcophagi. You must snuff out the blue soul-flames that feed the king, decipher the curse-text carved on the obelisks, and reach the burial chamber before the next sandstorm buries the way out.

The climax unfolds in the throne room of the dead, where Nekh-Amon, the Embalmed King, rises from his wrappings: blue soul-fire leaks through the ancient linen while every soul that ever defiled his grave looms up behind him. Defeat him and seal his heart-urn, and the city of the dead sinks back into sleep and you may carry off what the dead no longer need. Fail, and Nekh-Amon marches on the living with his wakened legion—starting with the caravan above.

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This work includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC-BY 4.0. All story, characters and artwork are 100% original. DM Shots is an independent publisher, not affiliated with Wizards of the Coast. More about our license & 5e compatibility.