Mummy Lord

Medium Undead, (CR 15)
Illustration of Mummy Lord Captivating Caption

Armor Class 17

Hit Points 221 (26d8+104)🎲

Speed 30 ft.


STR

18 (+4)

DEX

10 (+0)

CON

18 (+4)

INT

12 (+1)

WIS

18 (+4)

CHR

16 (+3)


Skills

Senses darkvision 60 ft., passive Perception 14

Languages the languages it knew in life

Challenge Rating 15

Actions

Multiattack.

The mummy lord uses Dreadful Glare and then attacks with its rotting fist.

Dreadful Glare (Gaze).

The mummy lord targets a creature within 60 feet. The target makes a DC 16 Wisdom saving throw. On a failure it is magically frightened until the end of the mummy lords next turn. If the target fails the save by 5 or more it is paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of mummies and mummy lords for 24 hours.

Rotting Fist.

Melee Weapon Attack: +9 to hit reach 5 ft. one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature it makes a DC 17 Constitution saving throw. On a failure it is cursed with Mummy Rot.

Dispel Magic (3rd-Level; V, S).

The mummy lord scours the magic from one creature object or magical effect it can see within 120 feet. A spell ends if it was cast with a 3rd-level or lower spell slot. For spells using a 4th-level or higher spell slot the mummy lord makes a Wisdom ability check (DC 10 + the spells level) for each one ending the effect on a success.

Guardian of Faith (4th-Level; V).

A Large indistinct spectral guardian appears within an unoccupied space within 30 feet and remains for 8 hours. Creatures of the mummy lords choice that move to a space within 10 feet of the guardian for the first time on a turn make a DC 17 Dexterity saving throw taking 20 radiant or necrotic damage (mummy lords choice) on a failed save or half damage on a success. The spell ends when the guardian has dealt 60 total damage.

Contagion (5th-Level; V, S).

Melee Spell Attack: +9 to hit reach 5 ft. one creature. Hit: The target contracts a flesh-rotting disease. It has disadvantage on Charisma ability checks and becomes vulnerable to all damage. The target makes a DC 17 Constitution saving throw at the end of each of its turns. After 3 failures the target stops making saving throws and the disease lasts for 7 days. After 3 successes the effect ends.

Harm (6th-Level; V, S).

The mummy lord targets a creature within 60 feet. The target makes a DC 17 Constitution saving throw. On a failure the creature is diseased taking 49 (14d6) necrotic damage. Its hit point maximum is reduced by the same amount for 1 hour or until the effect is removed with a spell that removes diseases. On a successful save the creature takes half the damage. The spells damage can't reduce a target to less than 1 hit point.


sizeMedium

typeUndead

group

alignment

strength_save

dexterity_save

constitution_save9

intelligence_save6

wisdom_save9

charisma_save8

perception

damage_vulnerabilities

damage_resistances

damage_immunitiesnecrotic, poison; damage from nonmagical weapons

condition_immunitiescharmed, fatigue, frightened, paralyzed, poisoned

cr15

reactionsname: Blasphemous Counterspell,desc: When the mummy lord is targeted by a spell using a 4th-level or lower spell slot, the attacker makes a DC 16 Constitution saving throw. On a failure, the spell is wasted, and the caster takes 3 (1d6) necrotic damage per level of the spell slot.

legendary_desc

legendary_actionsname: The mummy lord can take 3 legendary actions,desc: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.,name: Channel Negative Energy,desc: A 60-foot-radius aura of magical negative energy surrounds the mummy lord until the end of its next turn, spreading around corners. Creatures in the aura can't regain hit points.,name: Whirlwind of Sand,desc: The mummy lord, along with its equipment, magically transforms into a whirlwind of sand and moves up to 60 feet without provoking opportunity attacks, and then reverts to its normal form.,name: Attack (Costs 2 Actions),desc: The mummy lord uses Dreadful Glare or attacks with its rotting fist.,name: Blasphemous Word (Costs 2 Actions),desc: Each non-undead creature within 10 feet of the mummy lord that can hear its magical imprecation makes a DC 16 Constitution saving throw. On a failure, a creature is stunned until the end of the mummy lords next turn.,name: Dispel Magic (Costs 2 Actions),desc: The mummy lord casts dispel magic.

special_abilitiesname: Curse: Mummy Rot,desc: A mummys touch inflicts a dreadful curse called mummy rot. A cursed creature can't regain hit points, and its hit point maximum decreases by an amount equal to the creatures total number of Hit Dice for every 24 hours that elapse. If this curse reduces the targets hit point maximum to 0, the target dies and crumbles to dust. Remove curse and similar magic ends the curse.,name: Flammable,desc: After taking fire damage, the mummy lord catches fire and takes 11 (2d10) ongoing fire damage if it isnt already suffering ongoing fire damage. A creature can use an action or legendary action to extinguish this fire.,name: Legendary Resistance (1/Day),desc: If the mummy lord fails a saving throw while wearing its scarab amulet, it can choose to succeed instead. When it does so, the scarab amulet shatters. The mummy lord can create a new amulet when it finishes a long rest.,name: Magic Resistance,desc: The mummy lord has advantage on saving throws against spells and magical effects.,name: Rejuvenation,desc: If its heart is intact, a destroyed mummy lord gains a new body in 1d4 days, regaining all its hit points. The new body forms within 10 feet of the heart.,name: Spellcasting,desc: The mummy lord is an 11th 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 which it can cast without material components: Cantrips (at will): guidance thaumaturgy 1st-level (4 slots): create or destroy water detect magic 2nd-level (3 slots): augury gentle repose 3rd-level (3 slots): animate dead dispel magic 4th-level (3 slots): divination guardian of faith 5th-level (2 slots): contagion 6th-level (1 slot): harm

spell_list

page_no339

document__license_urlhttp://open5e.com/legal

document__slugmenagerie

document__titleLevel Up Advanced 5e Monstrous Menagerie

document__urlhttps://www.levelup5e.com

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Level Up Advanced 5e Monstrous Menagerie, page no. 339
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