Magic Resistance. The mummy lord has advantage on saving throws against spells and other magical effects.
Rejuvenation. A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.
Spellcasting. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): animate dead, dispel magic
4th level (3 slots): divination, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harm
Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (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.
Dreadful Glare. The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's 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.
The mummy lord 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 mummy lord regains spent legendary actions at the start of its turn.
Attack. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.
Blinding Dust. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.
Blasphemous Word (Costs 2 Actions). The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.
Channel Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.
A Mummy Lord’s Lair
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
On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord 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
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 the mummy lord have a 25 percent chance to provide misleading results, as determined by the DM. 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 the mummy lord is destroyed, these regional effects end immediately.
How else would it get its spell slots back? We even have examples of monsters that have abilites that "Recharges after a Short or Long Rest", which implies they benefit from rests just like players do.
14th level Necromancers: “This is free real-estate”
my favorite option for the command undead feature you get as a 14th level necromancer
However tall you want it to be you are the weaver of stories
if this creature is an ally, 9th level spell true polymorph them into an oinoloth and, if they don't like it, they can 3rd level spell dispel magic to eventually revert back; 6th level spell heroes' feast provides immunity to poison damage, which can combine well with some effects, by the way a tier 4 player character ally true polymorphed into an androsphinx can cast heroes' feast, its instantaneous duration makes it "no more dispellable than the wind" (referring to: Can you use dispel magic on the creations of a spell like animate dead or affect those creations with antimagic field? -no-; Is the breath weapon of a dragon magical? -no- https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf); the 9th level spell wish can duplicate the effect of any 8th level or lower spell without causing wish stress, heroes' feast's effect can, therefore, also be accessed through the wish spell
this reminds me of Settra, Great King, the Imperishable, Khemrikhara, The Great King of Nehekhara, King of Kings, Opener of the Way, Wielder of the Divine Flame, Punisher of Nomads, The Great Unifier, Commander of the Golden Legion, Sacred of Appearance, Bringer of Light, Father of Hawks, Builder of Cities, Protector of the Two Worlds, Keeper of the Hours, Chosen of Ptra, High Steward of the Horizon, Sailor of the Great Vitae, Sentinel of the Two Realms, The Undisputed, Begetter of the Begat, Scourge of the Faithless, Carrion feeder, First of the Charnel Valley, Rider of the Sacred Chariot, Vanquisher of Vermin, Champion of the Death Arena, Mighty Lion Of The Infinite Desert, Emperor Of The Shifting Sands, He Who Holds The Sceptre, Great Hawk Of The Heavens, Arch-Sultan of Atalan, Waker of the Hierotitan, Monarch of the Sky, Majestic Emperor of the Shifting Sands, Champion of the Desert Gods, Breaker of the Ogre Clans, Builder of the Great Pyramid, Terror of the Living, Master of the Never Ending Horizon, Master of the Necropolises, Taker of Souls, Tyrant to the Foolish, Bearer of Ptra's Holy Blade, Scion of Usirian, Scion of Nehek, The Great, Chaser of Nightmares, Keeper of the Royal Herat, Founder of the Mortuary Cult, Banisher of the Grand Hierophant, High Lord Admiral of the Deathfleets, Guardian of the Charnal Pass, Tamer of the Liche King, Unliving Jackal Lord, Dismisser of the Warrior Queen, Charioteer of the Gods, He Who Does Not Serve, Slayer of Redditras, Scarab Purger, Favoured of Usirian, Player of the Great Game, Liberator of Life, Lord Sand, Wrangler of Scorpions, Emperor of the Dunes, Eternal Sovereign of the Khemri's Legions, Seneschal of the Great Sandy Desert, Curserer of the Living, Regent of the Eastern Mountains, Warden of the Eternal Necropolis, Herald of the all Heralds, Caller of the Bitter Wind, God-Tamer, Master of the Mortis River, Guardian of the Dead, Great Keeper of the Obelisks, Deacon of the Ash River, Belated of Wakers, General of the Mighty Frame, Summoner of Sandstorms, Master of all Necrotects, Prince of Dust, Tyrant of Araby, Purger of the Greenskin Breathers, Killer of the False God's Champions, Tyrant of the Gold Dunes, Golden Bone Lord, Avenger of the Dead, Carrion Master, Eternal Warden of Nehek's Lands, Breaker of Djaf's Bonds... and many, many more...
This always makes me think of Mummra The Everliving.
Can't wait to use this in a few sessions
Command Undead only compels the target to obey a 1 word command on its next turn, granted it fails the save which I believe is wisdom. With a +9 to wis saves itll pass half of the time against a DC 19, a lvl 20 character with +5 in their casting skill has a DC of 20.
He's squishier than my lvl 1 halfling wizard
"Free real-estate"? It's got a +8 to the saving throw, advantage, and LR's and you only get one shot. The odds are not in your favor unless you can stack a couple of debuff effects, and you still need to hope the DM doesn't just keep an LR in reserve specifically for that feature.
A man of many titles, all of which were well-earned.
Magic Jar specifically says that you can only posses humanoids
I was just noticing the same thing! HAHA
I know I'm late to the party, but a giant mummy sounds terrifying! If I was running a giant mummy, I'd change way more than just the size. I love the idea of a fire giant mummy, who is immune to fire, has way more hit points and hits really hard (as well as having thematic fire based spells and attacks)
anyone else getting tomb colony vibes
Could you use other, normal Mummies alongside a Mummy Lord in an encounter? Could be interesting to pad out a battle.
Of course, a couple of leveled fireballs in an enclosed room would put an end to that quickly.
According to the Wikipedia entry on Egyptian mummification, "There was no jar for the heart: the Egyptians believed it to be the seat of the soul, and so it was left inside the body."
As such, a simple rework should follow in which the Mummy Lord's heart lies within its body rather than a jar, and its body re-forms around the heart 24 hours later. I think it works better that way anyway, because having the body turn to dust and leave nothing but a glowing heart behind hints as to its imminent resurrection, and its immunity to virtually all damage is also a fun puzzle-solving thing (assuming the Wizard doesn't just use Fireball or something lol).
They're so weak... I once played a game with a sixth level party of two players and two sidekicks, but we still beat it comfortably. IT'S CR FIFTEEN AND HAS 97 hp, a vulnerability, and no regeneration!
I gave it a demiplane inside of the pyramid, the mummy lord decided to help the party by sending a mummy called steve along with them. they are only 2 PCs, so a mummy wouldnhelp them a bit. also, steve managed to hit a robber with a rotting fist and the robber failed the save.