Mummy
Mummy, CR 3
STR
17
+3
DEX
8
-1
CON
15
+2
INT
6
-2
WIS
10
+0
CHA
13
+1
Actions
Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist. Rotting Fist. Melee Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 10 ( 2d6+3 ) Bludgeoning Damage, plus 10 ( 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 10 ( 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. 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.
Reactions
Join Circle. The mummy can use its Reaction to aid any ally within reach whenever that ally casts a spell, adding 1 to its spell save DC, spell attack roll, or contributing one spell point for the purposes of casting the spell at a higher level.
Legendary Actions
The mummy can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The mummy regains spent epic actions at the start of its turn. Rotting Fist. The mummy makes a rotting fist attack. Whirling Fist (Costs 3 Actions). The mummy makes a rotting fist attack against all creatures within reach.
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