SRD5:Mummy Lord
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Mummy Lord [1] [2] [3] [4] [5] | ||||||||||||
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Medium Undead (Mummies), Lawful Evil | ||||||||||||
Armor Class: 17 (natural armor) | ||||||||||||
Hit Points: 97 (13d8+39) | ||||||||||||
Speed: 20 ft. | ||||||||||||
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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 | ||||||||||||
FeaturesMagic Resistance. The mummy lord has advantage on saving throws against spells and other magical effects.
ActionsMultiattack. The mummy can uses its Dreadful Glare and makes one attack with its rotting fist. Legendary ActionsThe 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. |
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.
Sources and Notes[edit]
- ↑ Wizards RPG Team (6 May 2015). SRD-OGL v5.1. (5e 2014) Wizards of the Coast. Licensed: OGL.
- ↑ 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.
- ↑ Habitat — Not part of the SRD5.
- ↑ habitat - Dungeon Master's Guide (5e) p.302-305
- ↑ habitat (Shadowfell) - (unofficial) user:Rlyehable
- ↑ Wizards RPG Team (2000). SRD v3.5. (3.5e) Wizards of the Coast. Licensed: OGL.
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Alignment | Lawful Evil + |
Author | "Varied" + |
CRval | 15 + |
Canon | true + |
Challenge Rating | 15 + |
Creature Name | Mummy Lord + |
Experience Points | 13,000 + |
Features | Magic Resistance +, Rejuvenation +, Spellcasting +, Multiattack +, Rotting Fist +, Dreadful Glare +, Attack +, Blinding Dust +, Blasphemous Word +, Channel Negative Energy + and Wind of Sand + |
Habitat | Desert + and Shadowfell + |
Has Lair | true + |
Hit Dice | 13d8+39 + |
Hit Points | 97 + |
Legendary Monster | true + |
Name | Mummy Lord + |
Plane | Shadowfell + |
Publication | "Varied" + |
Size | Medium + |
SortText | Mummy Lord 5e + |
Subtype | Mummy + |
Type | Undead + |