Mummies
Mummy
Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse.
Armor Class | 11 (natural armor) | ||
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Hit Points | 9d8+18 | ||
Speed | 20ft. | ||
Strength | 16 (+3) | ||
Dexterity | 8 (-1) | ||
Constitution | 15 (+2) | ||
Intelligence | 6 (-2) | ||
Wisdom | 10 (+0) | ||
Charisma | 12 {+1) | ||
Saving Throws | Wisdom d20+2 | ||
Damage Vulnerabilities | Fire | ||
Damage Resistances | Bludgeoning | Piercing | Slashing from nonmagical weapons |
Damage Immunities | Necrotic | Poison | |
Condition Immunities | Charmed | Exhaustion | Frightened |
Paralyzed | Poisoned | ||
Senses | Darkvision 60ft. | Passive Perception 10 | |
Languages | The languages it knew in life | ||
Challenge | 3 (700 XP) | ||
Action 1 | Multiattack | The mummy can use its Dreadful Glare | and makes one attack with its rotting fist |
Action 2 | Rotting Fist | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 2d6+3 bludgeoning damage | plus 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 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 |
Action 3 | 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 |
Mummy Lord
In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and re forge their ancient empires. The regalia of their terrible rule still adorns their linen-wrapped bodies, their moldering robes stitched with evil symbols and bronze armor etched with devices of dynasties that fell a thousand years before. 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. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings' prayers by imparting divine spells.
Heart of the Mummy Lord As part of the ritual that creates a mummy lord, the creature's 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 shriveled heart remains intact, a mummy lord can't be permanently destroyed. When it drops to 0 hit points, the mummy lord turns to dust and re-forms at full strength 24 hours later, rising out of dust in close proximity to the canopic jar containing its heart. A mummy lord can be destroyed or prevented from re-forming by burning its heart to ashes. For this reason, a mummy lord usually keeps its heart and viscera in a hidden tomb or vault. The mummy lord's heart has AC 5, 25 hit points, and immunity to all damage except fire.
A Mummy Lord's Lair A mummy lord watches over an ancient temple or tomb that is protected by lesser undead and rigged with traps. Hidden in this temple is the sarcophagus where a mummy lord keeps its greatest treasures. A mummy lord encountered in its lair has a challenge rating of 16 (15,000 XP).
Lair Actions On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the followingeffects; the mummy lord can't use the same effect two rounds in a row.
- Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.
- Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.
- Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes 1d6 necrotic damage per level of the spell, and the spell has no effect and is wasted.
Regional Effects A mummy lord's temple or tomb is warped in any of the following ways by the creature's dark presence:
- Food instantly molders and water instantly evaporates when brought into the lair. Other non magical drinks are spoiled- wine turning to vinegar, for instance.
- Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times that chance increases by 25 percent.
- A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magic
If the mummy lord is destroyed, these regional effects end immediately.
Armor Class | 17 (natural armor) | ||
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Hit Points | 13d8+39 | ||
Speed | 20ft. | ||
Strength | 18 (+4) | ||
Dexterity | 10 (+0) | ||
Constitution | 17 (+3) | ||
Intelligence | 11 (+0) | ||
Wisdom | 18 (+4) | ||
Charisma | 16 (+3) | ||
Saving Throws | Constitution d20+8 | Intelligence d20+5 | Wisdom d20+9 |
Charisma d20+8 | |||
Skills | History d20+5 | Religion d20+5 | |
Damage Vulnerabilities | Fire | ||
Damage Immunities | Necrotic | Poison | Bludgeoning |
Piercing | Slashing from nonmagical weapons | ||
Condition Immunities | Charmed | Exhaustion | Frightened |
Paralyzed | Poisoned | ||
Senses | Darkvision 60ft. | Passive Perception 14 | |
Languages | The languages it knew in life | ||
Challenge | 15 (13,000 XP) | ||
Special 1 | Magic Resistance | The mummy lord has an advantage on saving throws | against spells and other magical effects |
Special 2 | 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 5 feet of the mummy lord's heart | |||
Special 3 | Spellcasting | The mummy lord is a 10th-level spellcaster. | Its spellcasting ability is Wisdom |
(spell save DC 17, d20+9 to hit with spell attacks). | The mummy lord has the following cleric spells prepared: | ||
Spells 1 | Cantrips (at will) | Sacred flame | Thaumaturgy |
Spells 2 | 1st level (4 slots) | Command | Guiding bolt |
Shield of faith | |||
Spells 3 | 2nd level (3 slots) | Hold person | Silence |
Spiritual weapon | |||
Spells 4 | 3rd level (3 slots) | Animate dead | Dispel magic |
Spells 5 | 4th level (3 slots) | Divination | Guardian of faith |
Spells 6 | 5th level (2 slots) | Contagion | Insect plague |
Spells 7 | 6th level (1 slot) | Harm | |
Action 1 | Multiattack | The mummy can use its Dreadful Glare | and makes one attack with its rotting fist |
Action 2 | Rotting Fist | Melee Weapon Attack | d20+9 to hit |
Reach 5 ft., 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 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. | |
Action 3 | Dreadful Glare | The mummy lord targets one creature it can see within 60 feet 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 | The 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. | The mummy lord regains spent legendary | actions at the start of its turn | |
Legendary Action 1 | Attack | The mummy lord makes one attack | with its rotting fist or uses its Dreadful Glare |
Legendary Action 2 | Blinding Dust | Blinding dust and sand swirls magically around the mummy lord. | Each creature within 5 feet 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 | ||
Legendary Action 3 | Blasphemous Word (Costs 2 Actions) | The mummy lord utters a blasphemous word. | Each non-undead creature within 10 feet |
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 | |
Legendary Action 4 | Channel Negative Energy (Costs 2 Actions) | The mummy lord magically unleashes negative energy. | Creatures within 60 feet 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 | |
Legendary Action 5 | Whirlwind of Sand (Costs 2 Actions) | The mummy lord magically transforms into | a whirlwind of sand, moves up to 60 feet, |
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 remains in its possession |
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