Medium undead, any evil
Armor Class: 21 (Natural Armour)
Hit Points: 180+
Speed:
35 ft
, fly: 60 ft
, can hover
Saving Throws: Wisdom +10, Constitution +10, Intelligence +5, Charisma +9
Skills:
- History +8
- Religion +8
- Arcane +8
Damage Vulnerabilities: Fire
Damage Resistances: Bludgeoning, Piercing, and Slashing
Damage Immunities: Necrotic, Poison, Bludgeoning, piercing or slashing damage from non-magical
Condition Immunities: Charmed, Exhaustion, Frightened, Paralysed, Poisoned
Senses:
- Darkvision 60"
- Blind Sight
Languages: Common, Carkade, Elder
- Cleric L14+
- DC 18, Spell Attack +10
At will:
- Sacred Flame
- Thaumaturgy
- Resistance
- Frost Bite
- Poison Spray
- Regeneration: 20 HP per round
- Rejuvenation: If destroyed gains new body in 24 hours next to its heart
- Magic Resistance: Advantage vs spells and magical effects
Actions
- Rotting Fist +10 4d6+4 plus 8d6 necrotic damage (DC18 Cn save or mummy rot)
- Dreadful Glare Range 60ft DC18 Wisdom save or frightened (failed by 5 or more and paralysed) until end of Varkade Noble’s next turn
- Dominate ( as per spell) recharge 5-6
Legendary Actions
3 per round used in other creatures turns:
- Rotting Fist Attack or Dreadful Glare attack
- Blinding dust, DC18 Con or all within 10” blind until end of opponent's next turn
- Blasphemous Word (2 action cost), all non-undead within 20” DC18 Cn save or blinded and deafened until end of Carakde Noble's next turn
- Channel Negative Energy (2 action cost), all creatures within 120” (include behind walls and barriers) can’t regain HP until end of Mummy Lord’s next turn
- Whirlwind of Sand (2 action cost), transforms into whirlwind of sand and moves 60” before reforming, is immune to all damage and physical conditions while in whirlwind
Lair Actions
On initiative count 20 (losing initiative ties), the Carkade Noble takes a lair action to cause one of the following effects; the Carkade Noble 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 Carkade Noble’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 nonmagical 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 Carkade Noble is destroyed, these regional effects end immediately.
Leaders of the Carkade Noble Houses, Carkade Nobles are well attired and see anything not as Carkade and not in servitude to them as something to be destroyed or reduced to the status of life long chattel.