Armor Class 11 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 8 (−1) | 15 (+2) | 6 (−2) | 10 (+0) | 12 (+1) |
Saving Throws Wis +2
Damage Vulnerabilities. fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages the languages it knew in life
Challenge 3 (700 XP)
Actions
Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the
target is a creature, it must succeed on a DC 12 Constitution 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 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.
Dreadful Glare. The mummy targets one creature it can
see within 60 feet of it. If the target can see the mummy, it must
succeed on a DC 11 Wisdom saving throw against this magic or become
frightened until the end of the mummy'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 (but not mummy lords) for the next 24
hours.