Combat Statistics
CR 15
Challenge Rating
13,000 XP
17
Armor Class
97
Hit Points
(13d8)
Speed: {"walk":20} ft.
Strength
18
(+4)
Dexterity
10
(+0)
hit points, healing, and concentration saves." data-tooltip-category="ability_score" title="Measures health, stamina, and vital force. Affects hit points, healing, and concentration saves.">Constitution
17
(+3)
Intelligence
11
(+0)
Wisdom
18
(+4)
Charisma
16
(+3)
Skills:
History +5, Religion +5
Damage Resistances: []
Damage Immunities: ["necrotic", "poison", "bludgeoning, piercing, and slashing from nonmagical weapons"]
Condition Immunities: [{"index":"charmed", "name":"Charmed", "url":"/api/2014/conditions/charmed"}, {"index":"exhaustion", "name":"Exhaustion", "url":"/api/2014/conditions/exhaustion"}, {"index":"frightened", "name":"Frightened", "url":"/api/2014/conditions/frightened"}, {"index":"paralyzed", "name":"Paralyzed", "url":"/api/2014/conditions/paralyzed"}, {"index":"poisoned", "name":"Poisoned", "url":"/api/2014/conditions/poisoned"}]
Senses:
Darkvision 60 ft.,
Passive Perception 14 ft.
passive Perception 14
Languages: ["the languages it knew in life"]
Proficiency Bonus: +5
Special Abilities
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 ft. of the mummy lord's heart.
Spellcasting
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:
- Cantrips (at will): sacred flame, thaumaturgy
- 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
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 5 ft., 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 ft. of it. If the target can see the mummy lord, 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 ft. 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 ft. 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 ft. 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 ft., 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.
Quick Reference
Legendary
Type: Undead
Size: Medium
Alignment: lawful evil
Environment: Any
DM Tools
💰 Loot Generator
CR 15 | Challenge Rating: 15
Loot based on monster type, CR, and D&D 5e treasure guidelines