Medium Undead, Lawful Evil
Armor Class 13 natural armor
Hit Points 63 (15d6 + 2)
Speed 30 ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
7 (-2)
WIS
10 (+0)
CHA
13 (+1)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Only languages it knew in life
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Actions

Multiattack. The barrow mummy uses Freezing Fist twice and Dreadful Glare once.

Freezing Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 8 (2d6 + 4) bludgenoing damage plus 3 (1d6) cold damage. Humanoid creatures hit by this attack must succeed on a DC 12 Con save or have one of their limbs frozen for 1d4+1 hours. To determine which limb is struck, roll 1d4 (1: right arm, 2: left arm, 3: right leg, 4: left leg). A frozen arm cannot be used for any purpose that requires articulation, such as casting a somatic spell, blocking with a shield, or interacting with an object. One frozen leg halves an affected creature’s speed; two frozen legs reduces their speed to 0.

Dreadful Glare. One creature within 60’ must succeed on a DC 11 Wis save or be frightened until the end of the barrow mummy’s next turn. If the save result is 6 or lower, the target is also paralyzed for the same duration. Immune on save.

Description

A barrow mummy is more powerful and resilient than a standard mummy. Though they don’t spread the same cursed disease that their counterparts are known for, a barrow mummy’s touch chills to the bone, rendering their hapless enemies’ limbs useless.

Baktuz

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