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
Medium undead (mummy lord), lawful evil
Armor Class 16 (weathered golden armor)
Hit Points 153 (18d8+72)
Speed 20 ft.
STR18+4
DEX10+0
CON18+4
INT12+1
WIS14+2
CHA16+3
Saving Throws Con +8, Wis +6, Cha +7
Skills Religion +5, Arcana +5
Resistances & immunities necrotic; bludgeoning/piercing/slashing from nonmagical weapons; immune to poison
Senses darkvision 60 ft., passive Perception 12
Challenge 9
Traits

Suffocating Sand. At the start of each of his turns, the Sun King can choose to have each living creature within 10 ft. that can see him take 10 (3d6) necrotic damage, unless it succeeds on a Wisdom saving throw (DC 16).

Rebirth. As long as his sealed canopic urn remains intact, the Sun King rises again 24 hours after his destruction with full hit points at his tomb altar.

Sun Curse. A creature hit by the Pounding Fist must succeed on a Constitution saving throw (DC 16) or contract the Curse of the Scorched Sun: the target can no longer regain hit points until the curse is removed.

Actions

Multiattack. The Sun King attacks twice with his Pounding Fist.

Pounding Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage plus 7 (2d6) necrotic damage.

Summon Sandstorm (Recharge 5-6). A scorching sandstorm erupts in a 20-foot radius centered on the Sun King. Each creature in that area must make a Constitution saving throw (DC 16), taking 27 (6d8) bludgeoning damage and being blinded until the end of its next turn on a failure, or half as much damage on a success.

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.

Ambience playlist

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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.