Mummy LordMedium undead
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 health and becoming active again. The new body appears within 1 meter of the mummy lord’s heart.
Spellcasting. The mummy lord uses Divinity (Wis) to cast spells (spell save DC 17, +9 to hit with spell attacks). It has 29 mana, a mana limit of 5, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
5 mana: sandy imprisonment
Rotting Fist. Melee Weapon Attack: +9 to hit, reach 1 m. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Fortitude saving throw or be cursed with mummy rot. The cursed target can’t regain health, and its maximum health decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s maximum health 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 (1/turn). The mummy lord targets one creature it can see within 10 meters of it. If the target can see the mummy lord, it must succeed on a DC 16 Will 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 (3)
Only one legendary 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.
Attack. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.
Blasphemous Word. The mummy lord utters a blasphemous word. Each non-undead creature within 2 meters of the mummy lord that can hear the magical utterance must succeed on a DC 16 Fortitude saving throw or be stunned until the end of the mummy lord’s next turn.
Blinding Dust. Blinding dust and sand swirls magically around the mummy lord. Each creature within 1 meter of the mummy lord must succeed on a DC 16 Fortitude saving throw or be blinded until the end of the creature’s next turn.
Channel Negative Energy. The mummy lord magically unleashes negative energy. Creatures within 10 meters of the mummy lord, including ones behind barriers and around corners, can’t regain health until the end of the mummy lord’s next turn.
Whirlwind of Sand. The mummy lord magically transforms into a whirlwind of sand, moves up to 10 meters, 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.
On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:
Each undead creature in the lair can pinpoint the location of each living creature within 20 meters 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 2 mana 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 Fortitude saving throw. On a failed save, it takes 2d6 necrotic damage per mana cost of the spell, and the spell has no effect and is wasted.
The region containing the mummy lord's lair is warped by the mummy lord’s magic, which creates one or more of the following effects:
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 GM. 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.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9