The Tomb of the Sun King Conqueror
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The Tomb of the Sun King

The Zonnekoning awakes, and his thirst drains the whole river down to the sand

The Sun King
The Adversary
The Sun King
mummy lord · CR 9

He loved his people so fiercely that now he buries them alive to feed himself.

Show stat block
The Sun King
Middelgroot ondood wezen (mummievorst), wettig kwaadaardig
Armor Class 16 (verweerde gouden pantsering)
Hit Points 153 (18d8+72)
Speed 20 ft.
STR18+4
DEX10+0
CON18+4
INT12+1
WIS14+2
CHA16+3
Saving Throws Con +8, Wijs +6, Char +7
Skills Religie +5, Arcana +5
Resistances & immunities necrotisch; kneuzing/steek/snijschade van niet-magische wapens; immuun voor gif
Senses duisterzicht 60 ft., passieve Waarneming 12
Challenge 9
Traits

Verstikkend Zand. Bij het begin van elk van zijn beurten kan de Zonnekoning kiezen dat elk levend wezen binnen 10 ft. dat hem kan zien 10 (3d6) necrotische schade oploopt, tenzij het slaagt voor een Wijsheid-redding (DC 16).

Wedergeboorte. Zolang zijn verzegelde canope-urn intact blijft, herrijst de Zonnekoning 24 uur na zijn vernietiging met volle trefpunten op zijn tombealtaar.

Zonnevloek. Een wezen dat door de Beukende Vuist wordt geraakt, moet slagen voor een Constitutie-redding (DC 16) of loopt de Vloek van de Verzengde Zon op: het doelwit kan geen trefpunten meer herstellen totdat de vloek wordt weggenomen.

Actions

Multiattack. De Zonnekoning valt tweemaal aan met zijn Beukende Vuist.

Beukende Vuist. Aanvalsworp met wapen (melee): +8 om te raken, bereik 5 ft., één doelwit. Trefkans: 13 (2d8+4) stukschade plus 7 (2d6) necrotische schade.

Zandstorm Aanroepen (Recharge 5-6). Een verzengende zandstorm barst los in een straal van 20 ft. vanaf de Zonnekoning. Elk wezen daarin moet een Constitutie-redding (DC 16) doen: bij mislukking 27 (6d8) stukschade en verblind tot het einde van zijn volgende beurt, bij succes de helft van de schade.

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

The Story

The great river drops by the day, palms wither, and the harvest scatters to dust. In the villages they whisper of an old curse, and the whispers are true: deep beneath the dunes a tomb has been broken open by greedy grave robbers, and what lay inside no longer sleeps.

The Zonnekoning once swore to protect his people. In death he protects them still, but in a twisted way: he draws all life toward himself to keep his dying kingdom standing by artifice. His wrapped servants keep watch in the dark, patient as the centuries, and the last living grave robber wanders somewhere in the passages, half dried out and mad.

You descend past the broken seal stone, dodge sand traps and shattered curse-glyphs, and read on the walls the life story of a king who became a monster out of love. You must find the four canopic jars that anchor his soul, each one guarded and each one bound to a choice the Zonnekoning once made.

The twist: destroying the tomb kills the mummy lord but does not break the curse, because the thirst lives in his heart, not his body. The climax turns on both persuasion and sealing: make the Zonnekoning see that he is the very one drying out his people, and bring him to rest, or fight him back into his sarcophagus and reseal it, while the sand above already begins to pour in.

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Frequently asked questions

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The fifth edition (5e). It is compatible with the common 5e rules and includes stat blocks and encounters.

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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.