Monster
Mummy Lord
Official reference · XMM · 2024
- Creature type
- Undead
- Size
- Small/Medium
- Armor class
- 17
- Hit points
- 187 (25d8 + 75)
- Speed
- Walk 30 ft.
- Challenge rating
- 15
- Alignment
- Lawful Evil
- Strength
- 18
- Dexterity
- 10
- Constitution
- 17
- Intelligence
- 11
- Wisdom
- 19
- Charisma
- 16
- Passive Perception
- 19
- Initiative
- +10
- Saving Throws
- int: +5; wis: +9
- Skills
- history: +5; perception: +9; religion: +5
- Senses
- Truesight 60 ft.
- Languages
- Common plus three other languages
- Immunities
- necrotic, poison
- Condition Immunities
- charmed, exhaustion, frightened, paralyzed, poisoned
- Vulnerabilities
- fire
Traits
Legendary Resistance (3/Day, or 4/Day in Lair)
If the mummy fails a saving throw, it can choose to succeed instead.
The mummy has Advantage on saving throws against spells and other magical effects.
Undead Restoration
If destroyed, the mummy 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's lair. The heart is a Tiny object that has AC 17, HP 10, and Immunity to all damage except Fire.
Actions
Multiattack
The mummy makes one Rotting Fist or Channel Negative Energy attack, and it uses Dreadful Glare.
Rotting Fist
Melee Attack: +9, reach 5 ft. Hit: 15 (2d10 + 4) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't regain Hit Points, it gains no benefit from 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.
Channel Negative Energy
Ranged Attack: +9, range 60 ft. Hit: 25 (6d6 + 4) Necrotic damage.
Dreadful Glare
Wisdom Saving Throw: DC 17, one creature the mummy can see within 60 feet. Failure: 25 (6d6 + 4) Psychic damage, and the target has the Paralyzed condition until the end of the mummy's next turn.
Reactions
Whirlwind of Sand
Trigger: The mummy is hit by an attack roll. Response: The mummy adds 2 to its AC against the attack, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied space it can see. Each creature of its choice that it can see within 5 feet of its destination space has the Blinded condition until the end of the mummy's next turn.
Legendary action uses: 3 (4 in its lair). The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Glare
The mummy uses Dreadful Glare. The mummy can't take this action again until the start of its next turn.
Necrotic Strike
The mummy makes one Rotting Fist or Channel Negative Energy attack.
The mummy 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)
The mummy casts Command (level 2 version), using the same spellcasting ability as Spellcasting. The mummy can't take this action again until the start of its next turn.
Regional effects
The region containing a mummy lord's lair is warped by its presence, creating the following effects:
- Cursed Fate: Whenever a creature other than the mummy or one of its allies casts a Divination spell while within 1 mile of the lair, the creature makes a DC 15 Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast the spell is wasted, but any resources used to cast it aren't expended.
- Soul Drain: Creatures within 1 mile of the lair have Disadvantage on Death Saving Throws.
If the mummy lord is destroyed or moves its lair elsewhere, these effects end immediately. The effects resume if the mummy lord gains a new body (see its Undead Restoration trait).