Legendary Resistance (3/Day). If Ankhtepot fails a saving throw, he can choose to succeed instead.
Rejuvenation. Ankhtepot gains a new body in 24 hours if his heart is intact, regaining all his hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart, rising from the sands.
Turn Resistance. Ankhtepot has advantage on saving throws against any effect that turns undead.
Enlarge (Recharges after a Short or Long Rest). For 1 minute, Ankhtepot magically increases in size, along with anything he is wearing or carrying. While enlarged, Ankhtepot is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If Ankhtepot lacks the room to become Large, it attains the maximum size possible in the space available.
Multiattack. Ankhtepot can use its Sickening Radiance 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.
Sickening Radiance. Ankhtepot targets one creature he can see within 60 feet of himself. If the target can see Ankhtepot, it must succeed on a DC 16 Wisdom saving throw. On a failed save, the target takes 13 (2d8 + 4) radiant damage and is blinded until the start of Ankhtepot’s next turn. On a successful save, the target takes half as much damage and isn’t blinded.
Spellcasting. Ankhtepot casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16):
At will: command, shield of faith, speak with dead, thaumaturgy
2/day each: animate dead, dispel magic, hold person, silence
1/day each: disintegrate, insect plague, flame strike
Summon Spirits. Ankhtepot calls forth spirits of the dead, surrounding him for 1 minute. These spirits bolster his attacks, dealing an additional 2d8 radiant damage when he hits a creature within 10 feet of him. Any creature dealt this damage has their speed reduced by 10 feet until the start of his next turn.
Spiritual Weapon. Ankhtepot summons a floating, spectral spear within 60 feet and lasts 1 minute. This spear can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + 4. As a bonus action on Ankhtepot's turn, he can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
Dread Counterspell. Ankhtepot utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, the lich makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. Whatever the spell’s level, the caster takes 10 (3d6) psychic damage if the spell fails.
Ankhtepot 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. Ankhtepot regains spent legendary actions at the start of his turn.
Attack. Ankhtepot makes one attack with his rotting fist or uses its Sickening Radiance.
Blinding Dust. Blinding dust and sand swirls magically around Ankhtepot. Each creature within 5 feet of Ankhtepot must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.
Whirlwind of Sand (Costs 2 Actions). Ankhtepot magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to his normal form. While in whirlwind form, Ankhtepot is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by him remain in his possession.
Lair and Lair Actions
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.
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