Mummy Lord

Mummy Lord CR: 15 (13,000XP)

Medium undead, lawful evil
Armor Class: 17 (Natural Armour)
Hit Points: 97 (13D8+39)
Speed: 20 ft

STR

18 +4

DEX

10 +0

CON

17 +3

INT

11 +0

WIS

18 +4

CHA

16 +3

Saving Throws: Constitution +8,Intelligence +5,Wisdom +9 & Charisma +8
Skills: HISTORY +5 & RELIGION +5.
Damage Vulnerabilities: Fire
Damage Immunities: Necrotic, Poison,Bludgeoning, Piercing and Slashing from Non-Magical Weapons.
Condition Immunities: Charmed,Exhaustion,Frightened,Paralyzed & Poisoned
Senses: Darkvision 60ft,Passive Perception 14
Languages: Understands all languages it knew in life, but cannot speak.
Challenge Rating: 15 (13,000XP)

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 THE FOLLOWING CLERIC SPELLS PREPARED.  

1ST LEVEL (4 SLOTS):

  • COMMAND
  • GUIDING BOLT
  • SHIELD OF FAITH
 

2ND LEVEL (3 SLOTS):

  • HOLD PERSON
  • SILENCE
  • SPIRITUAL WEAPON
 

3RD LEVEL (3 SLOTS):

  • ANIMATE DEAD
  • DISPEL MAGIC
 

4TH LEVEL (3 SLOTS):

  • DIVINATION
  • GUARDIAN OF FAITH
 

5TH LEVEL (2 SLOTS):

  • CONTAGION
  • INSECT PLAGUE
 

6TH LEVEL (1 SLOT):

  • HARM
         

At will:
  • SACRED FLAME
  • THAUMATURGY


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 HIT POINTS AND BECOMING ACTIVE AGAIN. THE NEW BODY APPEARS WITHIN 5 FEET OF THE MUMMY LORD’S HEART.

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 5FT, ONE TARGET. HIT: 14 (3D6+4) BLUDGEONING DAMAGE PLUS 21 (6D6) NECROTIC DAMAGE. IF THE TARGET IS A CREATURE, IT MUST SUCCEED ON A DC 16 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 LORD TARGETS ONE CREATURE IT CAN SEE WITHIN 60 FEET OF IT. IF THE TARGET CAN SEE THE MUMMY, IT MUST SUCCEED ON A DC 16 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 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 ACTION 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.    

BLINDING DUST:

  BLINDING DUST AND SAND SWIRLS MAGICALLY AROUND THE MUMMY LORD. EACH CREATURE WITHIN 5 FEET OF THE MUMMY LORD MUST SUCCEED ON A DC 16 CONSTITUTION SAVING THROW OR BE BLINDED UNTIL THE END OF THE CREATURE’S NEXT TURN.    

BLASPHEMOUS WORD (COSTS 2 ACTIONS):

  THE MUMMY LORD UTTERS A BLASPHEMOUS WORD. EACH NON-UNDEAD CREATURE WITHIN 10 FEET OF THE MUMMY LORD THAT CAN HEAR THE MAGICAL UTTERANCE MUST SUCCEED ON A DC 16 CONSTITUTION SAVING THROW OR BE STUNNED UNTIL THE END OF THE MUMMY LORD’S NEXT TURN.    

CHANNEL NEGATIVE ENERGY (COSTS 2 ACTIONS):

  THE MUMMY LORD MAGICALLY UNLEASHES NEGATIVE ENERGY. CREATURES WITHIN 60 FEET OF THE MUMMY LORD, INCLUDING ONES BEHIND BARRIERS AND AROUND CORNERS, CAN’T REGAIN HIT POINTS 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 60 FEET, 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.

Lair Actions

On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects: the mummy lord 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 unit 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 by pain. The creature can choose another action, but if it tries to cast the 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 and the spell has no effect and is wasted.

A mummy lord watches over an ancient temple or tomb that is protected by lesser undead and rigged with traps. Hidden in this temple is the sarcophagus where a mummy lord keeps it's greatest treasures. A mummy lord encountered in it's lair has a challenge rating of 16 (15,000xp).

Regional Effects

A mummy lord's temple or tomb is warped in any of the following ways by the creature's dark presence:

  • Food instantly moulders, and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled - wine turns to vinegar, for example.
  • Divination spells cast in the lair by creatures other than the mummy lord has a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell 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 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 o9ther magic.
If the mummy lord is destroyed, these regional effects end immediately.

Mummy lords were powerful priests in ancient societies spread throughout throughout the world. The most well-known at this time, is found in Egypt. Others do exist but outside their own cultures are not known.   To make a mummy lord, it still has to have a connection to the tomb it is placed in after mummification, and the correct spells cast over it during the embalming process. This is something the Egyptians had access to, or so told in dark rumours, usually referring to a book or grimoire of spells concerning the dead. Each mummy lord will be buried in a specific lair marked in a specific way to allow the spirit to remain, and reanimate. This can go wrong resulting in a standard mummy rising or complete obliteration of the mummy lord's Ka or soul (and potentially the body as well). Most of these are guarded by curses, traps & and lesser undead too.   Not all mummy lords are created equal. Some are willing to have this happen, whether out of a sense of justice, to protect the complex, and others out of sheer spite and evil. Others are cursed themselves for one reason or the other. In near every case, the spells used reference the Egyptian god Set, a deity of evil and chaos, and/or the god Osiris, the god related to mummification, depending on who is carrying out the embalming or and burial practises.

Suggested Environments

Temple and tomb complexes.

Related Organizations

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