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Imhotep

Challenge
Tags
str
10
dex
14
con
12
int
14
wis
18
cha
14

AC 18 (breastplate, heavy shield)
HP 44 (8d8+8; bloodied 22)
Speed 30 ft.


Proficiency +3; Maneuver DC 13
Saving Throws Wis +7, Cha +5
Skills Arcana +5, History +5, Insight +7, Persuasion +8
Senses passive Perception 14
Languages Amharic, Coptic, Middle Egyptian


Channel Divinity (2/ short rest ). Imhotep can channel his divine energy to fuel one of three magical effects.
Divine Knowledge. As an action, Imhotep gains proficiency with one skill or tool he chooses. This proficiency lasts for 10 minutes.
Peruse Mind. As an action, Imhotep forces one creature he can see within 60 feet to make a DC 15 Wisdom saving throw . On a success, the creature is immune to this feature until Imhotep finishes a long rest . On a failure, for the next minute Imhotep learns the surface thoughts of the creature (what is most on its mind) whenever it is within 60 feet of him. During the duration, Imhotep can use his action to cast the suggestion spell on the creature, which automatically fails to resist the spell, without expending a spell slot. Upon casting suggestion in this way the feature’s other effects end.
Turn Undead. As an action, Imhotep presents his holy symbol and speaks a prayer censuring the undead. Each undead within 30 feet that can see or hear him must make a DC 15 Wisdom saving throw . If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. When an undead of CR 1 or lower fails its saving throw the creature is instantly destroyed. A turned creature must spend its turns trying to move as far away from Imhotep as it can, and it can’t willingly move to a space within 30 feet of him. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Potent Magics. Whenever Imhotep deals damage with a cleric cantrip, he deals 4 extra damage.

Spellcasting . Imhotep is an 8th level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 15; +7 to hit with spell attacks). He has the following spells prepared from the cleric’s spell list:
Cantrips: guidance , light , sacred flame , spare the dying
1st level (4 slots): command , create or destroy water , cure wounds , identify , inflict wounds , sanctuary
2nd level (3 slots): aid , augury , hold person , spiritual weapon , suggestion
3rd level (3 slots): bestow curse , nondetection , sending , speak with dead , spirit guardians
4th level (2 slots): arcane eye , confusion , death ward , stone shape


ACTIONS

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.

Description

Ancient Egypt begat a man many believe to be the world's first true savant, a commoner who rose to the heights of mortal authority by virtue of his genius and offered counsel to personages no less than pharaohs. So great were his deeds that he rose higher still after his demise, ultimately getting deified. This character was popularized in the movie The Mummy but to many throughout history he was the god of medicine and healing: I’m talking about Imhotep!

This fellow initially served King Djoser, the first pharaoh to be entombed in a pyramid (purportedly of Imhotep’s design), and then King Sekhemkhet. Not only did he design the Pyramid of Djoser, he was allegedly the first architect to use stone columns to support a building.

Imhotep was credited with bringing about the end of a seven-year famine, rescuing his sister from King Djoser, and defeating an Assyrian sorceress in a magical duel. Two millennia after his death Imhotep was deified as a god of medicine, his cult of followers mixing with those of Thoth, the god of architecture, mathematics, and medicine.

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.