Mummy Lord
Attributes
Mummy Lord
Size
Medium
Monster Race
Undead
Alignment
Lawful Evil
Armor Class
17 (Natural Armor)
Hit Points
97 (13d8 + 39)
Speed
4m
Attributes
STR
18 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
11 (+0)
WIS
18 (+4)
CHA
16 (+3)
Features
Saving Throws
Con +8, Int +5, Wis +9, Cha +8
Skills
History +5, Religion +5
Vulnerabilities
Fire
Damage Immunities
Necrotic, Poison; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks
Condition Immunities
Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses
Darkvision 12m, passive Perception 14
Languages
The Languages It Knew In Life
Challenge
15 (13,000 XP)
Abilities
Magic Resistance
The mummy lord has advantage on saving throws against spells and other magical effects.
Rejuvenation
A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 1m of the mummy lord's heart.
Spellcasting
The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:
Cantrips (at will): Sacred Flame, Thaumaturgy
1st level (4 slots): Command, Guiding Bolt, Shield of Faith
2nd level (3 slots): Hold Person, Silence, Spiritual Weapon
3rd level (3 slots): Animate Dead, Dispel Magic
4th level (3 slots): Divination, Guardian of Faith
5th level (2 slots): Contagion, Insect Plague
6th level (1 slot): Harm
Cantrips (at will): Sacred Flame, Thaumaturgy
1st level (4 slots): Command, Guiding Bolt, Shield of Faith
2nd level (3 slots): Hold Person, Silence, Spiritual Weapon
3rd level (3 slots): Animate Dead, Dispel Magic
4th level (3 slots): Divination, Guardian of Faith
5th level (2 slots): Contagion, Insect Plague
6th level (1 slot): Harm
Actions
Multiattack
The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
Rotting Fist
Melee Weapon Attack: +9 to hit, reach 1m, one target. Hit: (3d6 + 4) bludgeoning damage plus (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 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 lord targets one creature it can see within 12m of it. If the target can see the mummy lord, it must succeed on a DC 16 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 and mummy lords for the next 24 hours.
Legendary Actions
Description
Mummy Lord 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. Mummy Lord regains spent legendary actions at the start of their turn.
Attack
The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.
Blinding Dust
Blinding dust and sand swirls magically around the mummy lord. Each creature within 1m of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.
Blasphemous Word
(Costs 2 Actions). The mummy lord utters a blasphemous word. Each non-undead creature within 2m of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.
Channel Negative Energy
Channel Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 12m of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
Whirlwind of Sand
(Costs 2 Actions). The mummy lord magically transforms into a whirlwind of sand, moves up to 12m, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.