Ankhtepot: Darklord of Har’Akir

Where’s my mummy?

Ankhtepot is the Darklord of Har’Akir, a Domain of Dread filled with arid deserts and Ankhtepot’s undead servants. In Har’Akir, people barely survive the punishing climate, but also live in dread of Ankhtepot and his undead servants. They search tirelessly for Ankhtepot’s lost piece of his soul. All who get in the way of Ankhtepot’s quest are destroyed.

To keep the people in check, Ankhtepot has created a false pantheon that everyone must worship, that only speak through Ankhtepot himself. This allows Ankhtepot to maintain claim on the title of pharaoh and subjugate the people to his will. Though many do not believe the lies of Ankhtepot and his clerics, few dare rebel for fear of retribution.

Information About Ankhtepot

RaceHuman (undead mummy)
AlignmentNeutral Evil
HomeCity of the Dead

Ankhtepot’s Stat Block

Ankhtepot is a cleric that has been reanimated as a mummy, as such, he follows fairly closely to the stats of a mummy lord from the Monster Manual, but with some enhancements (as a particularly powerful mummy lord). The following stat block is not an official release but my own creation as Darklord stat blocks haven’t been officially released by Wizards of the Coast for 5th edition.

  • Medium undead, Neutral Evil
  • Armour Class: 17 (natural armour)
  • Hit Points: 194 (26d8 + 80)
  • Speed: 20ft, 40ft on sand

18 (+4)10 (+0)17 (+3)14 (+2)20 (+5)19 (+4)

  • Saving Throws: Con (+8), Int (+7), Wis (+5), Cha (+9)
  • Skills: Arcana (+8), Deception (+6) History (+7), Intimidation (+10), Perception (+11), Religion (+8)
  • Damage Vulnerabilities: Fire
  • Damage Immunities: Necrotic, poison; bludgeoning, piercing and slashing from non-magical attacks
  • Condition Immunities: Charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Darkvision 60ft., Passive Perception 16
  • Languages: Common, Abyssal, telepathy 120ft.
  • Challenge: 17 (36,000 XP) Proficiency Bonus +6

Magic Resistance: Ankhtepot has advantage on saving throws against spells and other magical effects.

Regeneration: Ankhtepot regains 10 hit points at the start of each of his turns.

Rejuvenation: If Ankhtepot is destroyed, he gains a new body in 24 hours if his heart is intact, regaining all his hit points and becoming active again. The new body appears within 5 feet of the his heart.

Undead Resistance: Ankhtepot and any undead allies within 120 feet have advantage against the turn undead spell.

Spellcasting: Ankhtepot is a 10th level spellcaster . His spellcasting ability is wisdom (spell save DC 19, +11 to hit with spell attacks). Ankhtepot has the following cleric spells prepared.

At Will: Shield of Faith, Guiding Bolt, Hold Person, Silence, Spiritual Weapon, Animate Dead, Dispel Magic

Once per day: Guardian of Faith, Contagion, Insect Plague, Harm


Multiattack: Ankhtepot can use his Dreadful Glare and make 2 attacks with his rotting fist.

Rotting Fist: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 19 constituion saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the targets hit points to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare: Ankhtepot targets one creature he can see within 60 feet of him. If the target can see Ankhtepot, it must succeed on a DC 19 wisdom saving throw against this magic or be frightened until the end of Ankhtepot’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies for the next 24 hours.


Ankhtepot can take 3 legendary actions, choosing from the options below. He can take only one legendary action at a time and only at the end of another creature’s turn. Ankhtepot regains spent legendary actions at the start of his turn.

Attack: Ankhtepot makes one attack with his rotting fist or his Dreadful Glare.

Blinding Dust: Blinding dust and sand swirls magically around Ankhtepot. Each creature within 5 feet of Ankhtepot must succeed on a DC 19 constitution saving throw or be blinded until the creature’s next turn.

Blasphemous Word (Costs 2 Actions): Ankhtepot utters a blasphemous word. Each non-undead creature within 10 feet of the Ankhtepot, that can hear the magical utterance, must succeed on a DC 19 constitution saving throw or be stunned until the end of Ankhtepot’s next turn.

Channel Negative Energy (Costs 2 Actions): Ankhtepot magically unleashes negative energy. Creatures within 60 feet of Ankhtepot, including ones behind barriers and around corners, can’t regain hit points until the end of Ankhtepot’s next turn.

Whirlwind of Sand (Costs 2 Actions): Ankhtepot magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, Ankhtepot is immune to all damage and he can’t be grappled, petrified, knocked prone, restrained or stunned. Equipment worn or carried by Ankhtepot remain in his possession.

History of Ankhtepot

Warrior fighting undead in Har'Akir
Ankhtepot’s servants attack an adventurer in Har’Akir

Ankhtepot originally lived in the Land of Reeds and Lotuses. During his life, he served as the high priest for 3 different pharaohs but always felt that he was born to rule. When the 2nd Pharaoh died, her unworthy son was to be made the next pharaoh. He was unpopular among both the people and the priests and Ankhtepot plotted to have him removed from the throne. During his scheming, Ankhtepot came to believe that he had been chosen by the gods to rule the people instead of the boy and believed that by usurping the throne, he would garner both the favour of the people and the gods.

On the day of the boy’s consecration ritual, Ankhtepot and his loyal priests murdered the boy and Ankhtepot attempted to claim the throne as his own. Unfortunately for Ankhtepot, he’d misjudged both the will of the people and the gods. The people executed Ankhtepot and his priests and the gods barred him from the afterlife, instead thrusting him back into his mummified body, taking his ka; a piece of his soul. He awoke, paralysed and trapped in his mummified state, feeling every cut and lesion of his dead body including the organs he’d had removed. There he starved and suffered for unknown years that felt like an eternity.

As all memories faded of Ankhtepot, a voice spoke to him asking if he still believed he had a right to rule. Remaining in arrogance all these years, Ankhtepot replied that he was and the Dark Powers granted Ankhtepot an undeath, freeing him from his prison and transporting him to the domain of Har’Akir, handing him rulership of this domain.

Ankhtepot found in Har’Akir, a people that were pious and devoted to the same gods that had cursed him. He removed their religion and set up false gods for the people to worship. These gods would only speak through Ankhtepot and through this method, he took control of the people. He then used blasphemous rituals to raise his loyal priests from the dead, turning them into mummies with the heads of beasts. These priests became his lieutenants.

Now, Ankhtepot searches, bored and in despair, looking for his ka that he might become mortal again. He seeks an end, and to do so, he must be judged again of his gods and either embrace peace or oblivion, both of which, Ankhtepot would welcome willingly.

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Count Strahd Von ZarovichIvana BoritsiRamya Vasavadan
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Harkon Lucas

Published by DM Ben

Ben is an experienced dungeon master and player who's been immersed in the D&D universe since he was a teenager over 20 years ago. When he's not writing for Dungeon Mister, Ben loves creating fiendish puzzles and devious dungeons for his players. He's an especially big fan of the Ravenloft and Dragonlance settings.