Mummies

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Mummies

Mummy

Mummy

Medium undead Lawful Evil

Armor Class 11; Initiative -1

Hit Points 58 (9d8 + 18)

Speed walk 20 ft.

Strength 16 (+3); Dexterity 8 (-1); Constitution 15 (+2); Intelligence 6 (-2); Wisdom 12 (+1); Charisma 12 (+1)

Saving Throws Wisdom +3

Damage Immunities necrotic; poison

Damage Vulnerabilities fire

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Senses darkvision 60 ft.

Languages Common plus two other languages

Challenge 3; Proficiency Bonus +2

Multiattack. The mummy makes two Rotting Fist attacks and uses Dreadful Glare.

Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft.. Hit: 8 (1d10 + 3) 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.

Dreadful Glare. Wisdom Saving Throw: DC 11, one creature the mummy can see within 60 feet.
Failure: The target has the Frightened condition until the end of the mummy's next turn.
Success: The target is immune to this mummy's Dreadful Glare for 24 hours.

Mummy Lord

Mummy Lord

Medium undead Lawful Evil

Armor Class 17; Initiative +10

Hit Points 187 (25d8 + 75)

Speed walk 30 ft.

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.

Strength 18 (+4); Dexterity 10 (+0); Constitution 17 (+3); Intelligence 11 (+0); Wisdom 19 (+4); Charisma 16 (+3)

Saving Throws Intelligence +5, Wisdom +9

Skills History +5, Perception +9, Religion +5

Damage Immunities necrotic; poison

Damage Vulnerabilities fire

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Senses truesight 60 ft.

Languages Common plus three other languages

Challenge 15; Proficiency Bonus +5

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.

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)

Dispel Magic. Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.

Thaumaturgy. You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
Altered Eyes. You alter the appearance of your eyes for 1 minute.
Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
Tremors. You cause harmless tremors in the ground for 1 minute.

Animate Dead. Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.
On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.
Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.

Harm. You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Point maximum below 1.

Insect Plague. Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.
When the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot.The damage increases by 1d10 for each spell slot level above 5.

Channel Negative Energy. Ranged Weapon Attack: +9 to hit, range 60 ft.. Hit: 25 (6d6 + 4) necrotic damage.

Glare. The mummy lord uses Dreadful Glare.

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.

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.

Command. You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target has the Prone condition and then ends its turn.
Halt. On its turn, the target doesn't move and takes no action or Bonus Action.
Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.

Necrotic Strike. The mummy lord makes one Rotting Fist or Channel Negative Energy attack.

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.