SRD5:Mummy Lord

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Mummy exists in other D&D editions see:

Mummy (disambiguation).

This material is published under the OGL
Mummy Lord [1] [2] [3] [4] [5]
Medium Undead (Mummies), Lawful Evil
Armor Class: 17 (natural armor)
Hit Points: 97 (13d8+39)
Speed: 20 ft.
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 17 (+3) 11 (+0) 18 (+4) 16 (+3)
Saving Throws: Con +8, Int +5, Wis +9, Cha +8
Skills: History +5, Religion +5
Damage Vulnerabilities: fire
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks.
Damage Immunity: necrotic, poison
Condition Immunity: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: darkvision 60 ft., passive Perception 14
Languages: the languages it knew in life
Habitat: Desert, Shadowfell
Plane: Shadowfell
Challenge: 15 (13,000 xp)Proficiency Bonus (PB): +5

Features

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 become active again. The new body appears within 5 feet 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 uses 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 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 (but not mummy lords) for the next 24 hours. 

Legendary Actions

The undead 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 undead regains spent legendary actions at the start of its turn.

Attack. The mummy lord makes one attack with its rotting fist or uses it 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.

Wind 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.


Unofficial Description: Powerful mummies that are often spellcasters.

Mummy Lord's Lair

[2] 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 its greatest treasures. A mummy lord encountered in its lair has a challenge rating of 16 (15,000 XP).

Lair Actions

[2] When fighting inside its lair, an mummy lord can use lair actions. On initiative count 20 (losing initiative ties), the undead takes a lair action to cause one of the following effects; the undead 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 until 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 with pain. The creature can choose another action, but if it tries to cast 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 the spell has no effect and is wasted.

Regional Effects

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

  • Despoil Food and Water
  • Unreliable Divination
  • Curse

If the mummy lord is destroyed, these regional effects end immediately.


 3.5e  [SRD3 OGL] [6] 
Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. A mummy lord resembles its lesser fellows, but often wears or carries equipment it used in life. Mummy lords are often potent spellcasters. They are found as guardians of the tombs of high lords, priests, and mages. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature. A mummy lord of this sort is usually imprisoned in a tomb that is never meant to be opened again.


Sources and Notes[edit]

  1. Wizards RPG Team (6 May 2015). SRD-OGL v5.1. (5e 2014) Wizards of the Coast. Licensed: OGL.
  2. 2.0 2.1 also published in — Wizards RPG Team (September 2014). Monster Manual. (5e 2014) Wizards of the Coast. ISBN 978-0786965618. p. 227-229.
  3. Habitat — Not part of the SRD5.
  4. habitat - Dungeon Master's Guide (5e) p.302-305
  5. habitat (Shadowfell) - (unofficial) user:Rlyehable
  6. Wizards RPG Team (2000). SRD v3.5. (3.5e) Wizards of the Coast. Licensed: OGL.

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Facts about "Mummy Lord"
AlignmentLawful Evil +
Author"Varied" +
CRval15 +
Canontrue +
Challenge Rating15 +
Creature NameMummy Lord +
Experience Points13,000 +
FeaturesMagic Resistance +, Rejuvenation +, Spellcasting +, Multiattack +, Rotting Fist +, Dreadful Glare +, Attack +, Blinding Dust +, Blasphemous Word +, Channel Negative Energy + and Wind of Sand +
HabitatDesert + and Shadowfell +
Has Lairtrue +
Hit Dice13d8+39 +
Hit Points97 +
Legendary Monstertrue +
NameMummy Lord +
PlaneShadowfell +
Publication"Varied" +
SizeMedium +
SortTextMummy Lord 5e +
SubtypeMummy +
TypeUndead +