Kryx RPGThemesMonsters

Mummy Lord

Medium undead
Challenge
15 (13,000 XP)

STR
4
DEX
0
CON
3
INT
0
WIS
4
CHA
3

97
13d8+39
17
Soak
2
Fort
+8
Ref
+2
Will
+8
Defense note natural armor
Damage vulnerabilities fire
Damage immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition immunities charmed, exhausted, frightened, paralyzed, poisoned

Speed 6 m.
Senses darkvision 18 m., passive Perception 14
Skills Divinity +9
Languages the languages it knew in life

Dashing Strike. If the mummy lord uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.

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 1.5 meters 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 14 mana, a mana limit of 3, regains its mana when it finishes a short or long rest, and knows the following spells:

Cantrips (at will): sacred flame, thaumaturgy

1 mana: animate dead, command, guiding bolt, harm, shield of faith, spiritual weapon

2 mana: commune, dispel magic, guardian of faith, hold creature, insect plague

3 mana: contagion

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 1.5 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. The mummy lord targets one creature it can see within 18 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

The mummy lord can take 3 legendary actions, choosing from the options below. 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 (Costs 2 Actions). The mummy lord utters a blasphemous word. Each non-undead creature within 3 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 1.5 meters 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 (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 18 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 (Costs 2 Actions). The mummy lord magically transforms into a whirlwind of sand, moves up to 18 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.

Desertmm