Medium undead, lawful neutral

Armor Class 21 (plate, shield, ring of protection)
Hit Points 234 (36d8 + 72)
Speed 30 ft.

23 (+6) 16 (+3) 15 (+2) 18 (+4) 29 (+9) 21 (+5)

Saving Throws Constitution +8, Wisdom +15, Intelligence +10
Skills Arcana +10, History +10, Perception +15, Religion +10
Damage Resistances acid, fire, thunder
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 120 ft., darkvision 60 ft., passive Perception 25
Languages All
Challenge 20 (25,000 XP)

Special Traits


  • Mace. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.
  • Dreadful Glare. An amurru targets one creature it can see within 60 feet of it. If the target can see An amurru, it must succeed on a DC 19 Wisdom saving throw against this magic or become frightened until the end of the An amurru’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 from mummies of all types for the next 24 hours.
  • Teleport Other (1/day). As an action, An amurru can teleport all creatures within 50 feet of it to a randomly determined location. A creature affected by the An amurru’s Teleport Other must make a DC 19 Wisdom saving throw to avoid being teleported. An affected creature is teleported to a random location. Roll randomly for each creature that fails its saving throw. If a creature’s saving throw is successful, the creature is immune to An amurru’s Teleport Other ability for the next 24 hours.

Legendary Actions

An amurru can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. An amurru regains spent legendary actions at the start of its turn.

  • Attack. An amurru makes one melee attack or uses its Dreadful Glare.
  • Blinding Dust. Blinding dust and sand swirls magically around An amurru. Each creature within 5 feet of An amurru must succeed on a DC 19 Constitution saving throw or be blinded until the end of the creature’s next turn.
  • Blasphemous Word (Costs 2 Actions). An amurru utters a blasphemous word. Each non-undead creature within 10 feet of An amurru that can hear the magical utterance must succeed on a DC 19 Constitution saving throw or be stunned until the end of an amurru’s next turn.
  • Channel Negative Energy (Costs 2 Actions). An amurru magically unleashes negative energy. Creatures within 60 feet of An amurru, including ones behind barriers and around corners, can’t regain hit points until the end of an amurru’s next turn.
  • Whirlwind of Sand (Costs 2 Actions). An amurru magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, An amurru is immune to all damage, and it can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by An amurru remains in its possession.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.

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