Intelligence +5, Wisdom +9
History +5, Perception +9, Religion +5
+10
Truesight 60 ft
Common Plus Three Other Languages
Fire
Necrotic, Poison
Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Traits
Legendary Resistance
3/day (4/day in lair). If the mummy lord fails a saving throw, it can choose to succeed instead.
Undead Restoration
If destroyed, the mummy lord gains a new body in 24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in an unoccupied space within the mummy lord's lair. The heart is a Tiny object that has AC 17, HP 10, and Immunity to all damage except Fire.
Magic Resistance
The mummy lord has Advantage on saving throws against spells and other magical effects.
Actions
Rotting Fist
Melee Weapon Attack: +9 to hit, reach 5 ft.. Hit: 15 (2d10 + 4) bludgeoning plus 10 (3d6) necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't regain Hit Points, its Hit Point maximum doesn't return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack.
Multiattack
The mummy lord makes one Rotting Fist or Channel Negative Energy attack, and it uses Dreadful Glare.
Spellcasting
1 use per day. The mummy lord casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):
At Will: Dispel Magic, Thaumaturgy
1/Day Each: Animate Dead, Harm, Insect Plague (level 7 version)
Channel Negative Energy
Ranged Weapon Attack: +9 to hit, range 60 ft.. Hit: 25 (6d6 + 4) necrotic damage.
Dreadful Glare
Wisdom Saving Throw: DC 17, one creature the mummy lord can see within 60 feet.
Failure: 27 (6d8) psychic damage, and the target has the Paralyzed condition until the end of the mummy lord's next turn.
Reactions
Whirlwind of Sand
Trigger: The mummy lord is hit by an attack roll. Response: The mummy lord adds 2 to its AC against the attack, possibly causing the attack to miss, and the mummy lord teleports up to 60 ft. to an unoccupied space it can see. Each creature of its choice that it can see within 5 ft. of its destination space has the Blinded condition until the end of the mummy lord's next turn.
Legendary Actions
3 legendary actions (4 in its lair). Only one legendary action can be used at a time and only at the end of another creature's turn. This creature regains spent legendary actions at the start of its turn.
Glare
The mummy lord uses Dreadful Glare.
Dread Command
The mummy lord casts Command (level 2 version), using the same spellcasting ability as Spellcasting. The mummy lord can't take this action again until the start of its next turn.
Necrotic Strike
The mummy lord makes one Rotting Fist or Channel Negative Energy attack.
Prepared Spells
Dispel Magic, Thaumaturgy, Animate Dead, Harm, Insect Plague, Command