The Mummy Lord
A Mummy Lord is a guardian and high priest to the dark god(s) of the desert. Whether they are the servant or bane is up to how they use their undisputed supernatural powers. Resting upon a pedestal of semi-divine magics, a Mummy Lord comes holds the power to forge empires and command legions of undead and mortals alike. Their power rivals that of a lich. However, this awe inspiring power comes at a price. Under the direction of the most powerful priests, the ritual that creates a mummy can be increased in potency. The mummy lord that rises from such a ritual retains the memories and personality of its former life, and is gifted with supernatural resilience, but beholden to the desert and the power that forged it.
Becoming a Mummy Lord
Across the Halruaal there are many rituals to create a mummy, Though a Mummy Lord demands more to ensure the retention of mind and the issuance of power. The most reliable way is an ancient ritual called the Dark Embalming. The process of this ritual is a well-guarded secret with House Kamose and the priests of the Silent. The process of the ritual involves prayers to dark entities, challenges from undead beings, the live embalming of the individual.
The power of the Mummy Lord rests with the removal and entrapment of the individuals heart, forever stilling the judgment of it at the hands of Alphleatay. Each of the subject's organs are removed while they are alive and kept in sacred jars, those that survive rise as a Mummy Lord.
Transformation Level 1
Starting at 1st level, you gain all the following Transformation Boons and this level’s Transformation Flaw.
Transformation Boon: Dreadful Glare
As a action you can target cause a creature within 60 ft. If the target can see the mummy lord, it must succeed on a Wisdom saving throw equal to the Transformation DC 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 your Dreadful Glare for the next 24 hours.
Transformation Boon: Undead form
Your Wisdom score increases by 4 and your Constitution score both increase by 2. An ability score cannot be increased beyond 22 this way. You become an undead in addition to any other creature types you are. Spells and abilities that state effects or conditions specifically regarding undead of a specific CR have no effect on you.
If any spell or ability other then your own would cause you to gain hit points, you gain that many temporary hit points instead. if you are reduced to 0 hit points and fall unconscious as a result, any healing you receive will stabilize you and leave you on 1 hit point and unconscious. You stop aging. you are immune to an effect that would age you, and cannot die from old age. you do not require air, food/drink, or sleep.
Transformation Flaw: Heart
As part of the ritual that creates a mummy lord, your heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs. As long as its shrivelled heart remains intact, You can’t be permanently destroyed. when ever you drop to 0 hit points, you turn to dust and re-form at full strength 24 hours later, rising out of dust in close proximity to the canopic jar containing your heart. If your heart is destroyed you instantly die.
Your heart has AC 5, 25 hit points, and immunity to all damage except magical fire.
Transformation Level 2
Transformation Boon: Heal Undead
Your divine link to undeath has let your magic now effect the false life of undead creatures. Your healing spells can now effect undead even when stated otherwise.
Transformation Boon: Whirlwind of Sand
As an action you can magically transforms into a whirlwind of sand. and move up to 60 feet. You revert to your normal form and the start of your next turn. While in whirlwind form, you are 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. you can use this feature a number of times equal to your proficiency modifier. You regain all expended uses of this boon upon completion of a long rest.
Transformation Boon: Dreadful Word
As an action you can target one creature you can see within 60 feet. If the target can see the you, it must succeed on a Wisdom saving throw against your transformation save dc or become frightened for 1 minute, the target can repeat the save at the end of each of its turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. you can use this feature a number of times equal to your wisdom modifier. You regain all expended uses of this boon upon completion of a long rest.
Transformation Flaw: Hideous Appearance
Your appearance has grotesquely transformed. your skin has rotten only leaving your skeleton. You can suspend this form and manifest the appearance of the humanoid you once were, but this is taxing and requires concentration. This form is not permanent, and moments of stress are likely to reveal your true nature. Your true form is revealed in the following situations:
- Concentrating on a spell.
- Gaining the unconscious condition.
- Choosing to reveal yourself.
In events of extreme emotional or physical stress, a GM may call for a Constitution saving throw with a DC of their choosing to see if you maintain your humanoid form. Non-evil creatures that witness your true form become instantly hostile to you unless the GM decides otherwise Transformation
Transformation Level 3
Starting at 3rd level, you gain one the following Transformation Boons or one from the lower level and this level’s Transformation Flaw.
Transformation Boon: Summon Tomb
As an action you can conjure undead (CR 3 or lower) or Anubians (Tome of beast) calling forth as many of them as you can divide 250 hit points among, each undead having average hit points. The undead magically rise up from the ground or otherwise form in unoccupied spaces within 50 feet of you and obey your commands until they are destroyed or until 8 hours has passed, when they collapse into inanimate piles of bones or corpses. Once you use this feature, you cannot use it again until you have completed a long rest.
Transformation Boon: Profane Guard
Your blasphemous powers guard you from harm. If a creature is under the effects of your Blasphemous word deals damage to you, you can use your reaction to gain immunity to all damage for that attack.
Transformation Boon: Channel Negative Energy
As an action you can unleashes negative energy. Creatures within 60 feet of you, including ones behind barriers and around corners, need to make a constitution saving throw against your transformation save dc or take 10d10 necrotic damage on a failed save, and half as much on a successful one. In addition the targets can't regain hit points until the end of the next turn and their hit point maximum is reduced by the amount of damage you have dealt.
Transformation Flaw: Curse of the Heretic
You deeds and renouncing of the gods has gotten their attention cursing you and making you weak to purging fire. you gain a weakness towards fire damage. If you were normally resistant to this damage type, it instead affects you normally. If you are normally immune to damage of that type, you are resistant instead. In addition, whenever you take damage of that type, your maximum hit points are reduced by an equal amount. When your maximum hit points are reduced by this effect, they return to normal after you finish a long rest.
Transformation Level 4
Starting at 4th level, you gain one the following Transformation Boons or one from the lower level and this level’s Transformation Flaw.
Transformation Boon: Rotting Fist
Your fists are magic weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 3d6 + your Strength modifier. In addition you can expend spell slots to deal additional 1d6 necrotic damage equal to the level of the spell slot used. 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 disintegrates into sand. The curse lasts until removed by the remove curse spell or other magic.
Transformation Boon: Deathly Body
You become immune to poison damage, as well bludgeoning, piercing and slashing damage from non-magical attacks. In addition, You cannot become charmed, poisoned, paralyzed or frightened.
Transformation Boon: Warding Sand
You have a feint aura of wind and sand floating around you, swirling with necrotic energy. The aura extends to 10 feet around you and can be in to different forms, which you can change upon completion of a short rest. The two aura are as follows:
- Defensive: any ranged weapon attack has disadvantage to hit, and enemy creature in side the area has disadvantage on attack rolls
- Offensive: At the beginning of your turn, you and each allied undead of your choice gains temporary hit points equal to your wisdom modifier. While a creature has temporary hit points gained in this manner they cannot be turned and have advantage on attack roles and saving throws.
Transformation Flaw: Sacrifice
Your need of your own new divine power has now increased to such extent you need to sacrifice a humanoid creature to keep it. Once every 7 days you need to complete a sacrificial ritual or lose access to your magic and transformation Boons until you complete the ritual
Prerequisites
Ability Scores: Wisdom 15
Spellcasting Ability: You must have the ability to cast 5th level arcane spells.
Roleplay: You must complete the Dark Embalming . The process of this ritual is partially described, but left intentionally vague so it can be tailored to the campaign. Discuss with your DM how you can achieve this in-game.
Some of your abilities require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
Transformation save DC = 8 + your proficiency bonus + your Wisdom modifier
Level Milestones
The following are examples of possible level milestones for the Mummy Lord:
- Create a temple or tomb in your honour.
- Slay a powerful cleric of a apposing god.
- Spread your undeath.
- Discover ancient and hidden knowledge.
- Gain the approval of or slay a powerful eldritch entity.

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