Mummy Lord 2014
CR 15 undead
Medium undead, chaotic evil
If the mummy lord fails a save, it can choose to succeed instead.
The mummy lord has advantage on saves against spells and other magical effects.
A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its HP and becoming active again. The new body appears within 5 feet of the mummy lord's heart.
The mummy lord and any friendly Undead within 30 feet of it have advantage on saves against effects that turn undead.
The mummy lord doesn't require air, food, drink, or sleep.
The mummy lord is immune to poison damage, to exhaustion, and to the poisoned condition.
Actions
The mummy lord uses Undead Servitors.
The mummy makes two Blessed Khopesh attacks and one Rotting Fist attack, or it makes four Divine Bolt attacks. It can replace one attack with a use of Spellcasting.
The mummy lord unleashes a wave of divine energy. Each creature within 10 feet of it must make a DC 17 CON save. On a failure, a creature takes 14 (4d6) necrotic damage or radiant damage (the mummy lord's choice) and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage plus 14 (4d6) necrotic damage or radiant damage (the mummy lord's choice).
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage plus 21 (6d6) necrotic damage, and the target must succeed on a DC 17 CON save or be cursed with mummy rot (see the Mummy Rot sidebar).
Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 21 (5d6+4) necrotic damage or radiant damage (the mummy lord's choice).
The mummy lord magically calls 2d6 skeletons or zombies, 1d4 specters, or 2 mummies. The called creatures arrive in 1d4 rounds, acting as allies of the mummy lord and obeying its spoken commands. The Undead remain for 1 hour, until the mummy lord dies, or until the mummy lord dismisses them as a bonus action. The mummy lord can have any number of Undead under its control at one time, provided the combined total CR of the Undead is no higher than 6.
The mummy lord casts one of the following spells, using WIS as the spellcasting ability (spell save DC 17).
- At Will: command, guidance, thaumaturgy
- 3/Day Each: dispel magic, hold, silence
- 1/Day Each: contagion, insect plague
Bonus Actions
The mummy lord sends necrotic power into up to three friendly Undead it can see, other than itself, within 30 feet of it. Each target regains 14 (4d6) HP and has advantage on the next attack roll it makes before the start of the mummy lord's next turn.
The mummy lord glares at up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 17 WIS save or be frightened until the end of its next turn. If the target fails the save by 5 or more, it is also paralyzed for the same duration.
Legendary Actions
The mummy lord automatically detects every creature that isn't a Construct or Undead within 30 feet of it, pinpointing the current location of each.
The mummy lord transforms into loose sand and teleports up to 60 feet to an unoccupied space it can see, reforming in that space. Any equipment it is wearing or carrying transforms with it.
The mummy lord uses Undead Servitors.
The mummy lord unleashes a wave of divine energy. Each creature within 10 feet of it must make a DC 17 CON save. On a failure, a creature takes 14 (4d6) necrotic damage or radiant damage (the mummy lord's choice) and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned.
Other versions
Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details