Mummy Lord Image
Prerequisite: You must complete the ritual to become a mummy lord to take this feat and be a cleric of evil alignment that is 12th level or higher.
 

In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and reforge their ancient empires. The regalia of their terrible rule still adorns their linen-wrapped bodies, their moldering robes stitched with evil symbols and bronze armor etched with devices of dynasties that fell a thousand years before.

Under the direction of the most powerful priests, the ritual that creates a mummy can be increased in potency. The mummy lord that rises from such a ritual retains the memories and personality of its former life, and is gifted with supernatural resilience. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings’ prayers by imparting divine spells.

Heart of the Mummy Lord. As part of the ritual that creates a mummy lord, the creature’s heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs.

As long as its shriveled heart remains intact, a mummy lord can’t be permanently destroyed. When it drops to 0 hit points, the mummy lord turns to dust and re-forms at full strength 24 hours later, rising out of dust in close proximity to the canopic jar containing its heart. A mummy lord can be destroyed or prevented from re-forming by burning its heart to ashes. For this reason, a mummy lord usually keeps its heart and viscera in a hidden tomb or vault.

The mummy lord’s heart has AC 5, 25 hit points, and immunity to all damage except fire.

Through some means you've learned the secrets to becoming a Mummy Lord, and have completed the necessary ritual. This arduous process has transformed you and made you into a powerful undead. You gain the following benefits and weaknesses:
  • Undead Nature - You are undead, you do not require air, food, drink, or sleep. You only need to rest for 4 hours to gain the benefits of a Long Rest. During this time you can do light, non-strenuous activities.
  • Your alignment cannot become anything else but lawful evil, neutral evil, or chaotic evil.
  • Your Strength and Wisdom scores becomes 18, your Constitution score becomes 17, and Charisma score become 16 if they aren’t higher.
  • Your speed is reduced by 10.
  • Your AC includes your Wisdom modifier.
  • You gain Darkvision up to 60 feet.
  • You gain proficiency in Constitution and Intelligence saving throws.
  • You have advantage on saving throws against any spells and other magical effects.
  • You are vulnerable to fire damage.
  • You are immune to the charmed, exhaustion, frightened, paralyzed, and poisoned conditions.
  • You are immune to necrotic damage, poison damage, and bludgeoning, piercing and slashing damage from non-magical attacks.
  • You gain the Rotting Fist action. Your fists are natural weapons that deal 3d6 + WIS modifier bludgeoning damage that deals bludgeoning damage plus 6d6 necrotic damage. If hit the target must succeed a Constitution saving throw equal to your Cleric spell save DC or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 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.
  • You gain the Dreadful Glare action. As an action you can fix your gaze on one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw against your Cleric spell save DC or become frightened until the end of your 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.

Rejuvenation. When you die your mind and soul are drained from your corpse as it falls to dust. You gain a new body in 24 hours if your heart is intact, regaining all your hit points and becoming active again. The new body appears within 5 feet of your heart.

Legendary Actions. You can take a certain number of special actions — called legendary actions — outside your turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. You regain spent legendary actions at the start of your turn. You can forgo using them, and you can’t use them while incapacitated or otherwise unable to take actions. If surprised, you can’t use them until after your first turn in the combat.

You 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. You regain spent legendary actions at the start of your turn.

Attack. You make one melee or ranged weapon or unarmed attack or use your Dreadful Glare.

Blinding Dust. Blinding dust and sand swirls magically around you. Each creature within 5 feet of you must succeed on a Constitution saving throw against your Cleric spell save DC or be blinded until the end of the creature's next turn.

Blasphemous Word (Costs 2 Actions). You utter a blasphemous word. Each non-undead creature within 10 feet of you that can hear the magical utterance must succeed on a Constitution saving throw against your Cleric spell save DC or be stunned until the end of your next turn.

Channel Negative Energy (Costs 2 Actions). You magically unleash negative energy. Creatures within 60 feet of you, including ones behind barriers and around corners, can't regain hit points until the end of your next turn.

Whirlwind of Sand (Costs 2 Actions). You magically transform into a whirlwind of sand, move up to 60 feet, and revert to your normal form. While in whirlwind form, you are immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by you remain in your possession.

Lair Actions

While within your lair with an initiative count 20 (losing initiative ties), you can take a lair action to cause one of the following magical effects; you can’t use the same effect two rounds in a row, you can’t use them while incapacitated or otherwise unable to take actions. If surprised, you can’t use them until after your first turn in the combat.

  • 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 your lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a Constitution saving throw against your Cleric spell save DC. 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

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

  • Food instantly molders and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled — wine turning to vinegar, for instance.
  • Divination spells cast within the lair by creatures other than you have a 25 percent chance to provide misleading results, as determined by you. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.
  • A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magic.

If you are destroyed, these regional effects end immediately.

Previous Versions

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Mummy Lord Image

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