Anointed King

Medium undead, lawful evil

Armor Class 16 (breastplate)
Hit Points 187 (22d8 + 88)
Speed 20 ft.

19 (+4) 15 (+2) 18 (+4) 16 (+3) 20 (+5) 19 (+4)

Skills History +10, Religion +10
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages the languages it knew in life
Challenge 23 (50,000 XP)

Special Traits


  • Multiattack. The anointed king can use its Dreadful Glare. It then makes two attacks with its Cursed Fist or casts a spell with a casting time of an action.
  • Cursed Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage, plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw, or be cursed with the pharaoh’s curse. The cursed target can’t regain hit points, and its hit point maximum decreases by 14 (4d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell, or other magic. If the target is also cursed with mummy rot, the pharaoh’s curse replaces the effects of mummy rot.
  • Dreadful Glare. The anointed king targets one creature it can see within 60 feet of it. If the target can see the anointed king, it must succeed on a DC 18 Wisdom saving throw against this magic, or become frightened until the end of the anointed king’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 with a challenge rating of 23 or less for the next 24 hours.

Legendary Actions

The anointed king 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. The anointed king regains spent legendary actions at the start of its turn.

  • Attack. The anointed king makes one attack with its cursed fist or uses its Dreadful Glare.
  • Baleful Proclamation (Costs 2 Actions). The anointed king utters a proclamation of its divine right. Creatures, other than undead, within 30 feet of the anointed king, that can hear this magical utterance must succeed on a DC 19 Charisma saving throw, or be frightened until the end of the anointed king’s next turn.
  • Divine Bolster (Costs 2 Actions). The anointed king commands its followers to redouble their efforts. Allies within 30 feet of the anointed king, that can hear it, regain 9 (2d8) hit points.
  • Swarming Advance (Costs 2 Actions). The anointed king’s form dissolves into a mass of scarabs which surge forward in a line that is 10 feet wide and up to 40 feet long. Each creature in the area must succeed on a DC 19 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. The anointed king then reconstitutes from the scarabs at the opposite end of the line.
Section 15: Copyright Notice

Ultimate Bestiary: The Dreaded Accursed, Copyright 2020, Chris Haskins, Nord Games LLC.