Aspect of Rahotep

Medium undead, chaotic evil

Armor Class 24 (natural armor)
Hit Points 35
Speed fly 80 ft.

STR DEX CON INT WIS CHA
10 (+0) 02 (+6) 60 (+5) 54 (+7) 74 (+7) 74 (+7)

Saving Throws Dex +10, Con +9, Int +11, Wis +11, Cha +11
Skills Perception +11
Damage Resistances acid, cold, fire, force, lightning, psychic, thunder; bludgeoning, piercing, and slashing
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses truesight 120 ft., darkvision 120 ft., passive Perception 21
Languages telepathy 120 ft.
Challenge 12 (8,400 XP)

SPECIAL TRAITS

  • Aura of Fear. Any creature within 60 feet of the aspect of Rahotep must succeed on a DC 21 Wisdom saving throw or become frightened and unable to move on a failed save until the end of the aspect of Rahotep’s next turn. A target that succeeds on the saving throw is immune to this aspect of Rahotep’s Aura of Fear for the next 24 hours (but such immunity does not extend to the Aura of Fear of any other aspect of Rahotep).
  • Combat Awareness. While in the tomb, the aspect of Rahotep can’t be surprised and has advantage on initiative rolls.
  • Ghostly Movement. The aspect of Rahotep does not provoke opportunity attacks when it moves out of a creature’s reach.
  • Innate Spellcasting. The aspect of Rahotep’s innate spellcasting ability is Wisdom (spell save DC 19). The aspect of Rahotep can innately cast the following spells, requiring no material components:
  • Legendary Resistance (3/day). If the aspect of Rahotep fails a saving throw, it can choose to succeed instead. Note that this is shared with all other aspects of Rahotep as well as Rahotep himself, all of which collectively can use Legendary Resistance only three times per day.
  • Magic Resistance. The aspect of Rahotep has advantage on saving throws against spells and other magical effects.
  • Protection of Set. While within the tomb, the aspect of Rahotep is immune to any effect that turns undead; while outside the tomb, the aspect of Rahotep has advantage on saving throws against any effect that turns undead.
  • Rahotep’s Command. As a bonus action, the aspect of Rahotep may telepathically command all creatures that it can see that have either become cursed by one of the Nine Curses of Rahotep or who gave their true names while within the tomb. This command has the same effect as a dominate person spell, and no saving throw is permitted.

ACTIONS

  • Rahotep’s Eye. Ranged Weapon Attack: +10 to hit, range 30/60 ft., up to three targets. Hit: 34 (3d8 + 21) necrotic damage.
  • Rahotep’s Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 46 (4d8 + 28) necrotic damage.
  • Bestow Curse of Rahotep. The aspect of Rahotep bestows one of the Nine Curses of Rahotep on one target it can see within 60 feet, but only if the aspect of Rahotep is within the tomb. The target may resist the curse with a successful DC 18 Wisdom saving throw. Successfully resisting the curse of an aspect of Rahotep does not provide any protection against the curse of any other aspect.
  • Teleport. The aspect of Rahotep may teleport to any location within the tomb.

LEGENDARY ACTIONS

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

  • Quick Touch. The aspect of Rahotep moves up to one-half of its full movement, not provoking attacks of opportunity, and makes a Rahotep’s Touch attack.
  • Rahotep’s Eye. The aspect of Rahotep makes a Rahotep’s Eye attack.
  • Speed of Shadow. The aspect of Rahotep moves up to its full movement, not provoking attacks of opportunity.

ABOUT

The rituals around Rahotep’s death ensured that his soul remained in this world rather than passing into the underworld for judgment. Seven of the aspects of his soul were set free to roam the world, to wreak havoc, and to build a cult that would remember him and, in time, free him and allow him to rise as Unmortal. These are his sahu, the spiritual body; sekem, the life energy; ka, the vital essence; ba, the personality; khaibet, the shadow; khu, the immortal self; and ren, the true name. The other two aspects – his khat, the body, and his ab, the heart – were entombed in his sarcophagus. Each of the aspects of Rahotep’s soul has a different appearance, but each has the power to bestow one of the Nine Curses of Rahotep. If not wandering elsewhere, the seven free aspects of his soul can be found in his tomb, where they have even greater power than outside the tomb.

Section 15: Copyright Notice

Necropolis, © 2021, Necromancer Games; Author Mark Greenberg, Bill Webb

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