Huge Undead, Neutral Evil
Armor Class 15 Natural Armor (Runic Wrappings)
Hit Points 175 (10d20 + 55)
Speed 30 ft.
STR
24 (+7)
DEX
10 (+0)
CON
20 (+5)
INT
10 (+0)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws STR +12, CON +10
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Psychic
Condition Immunities Incapacitated, Unconscious
Senses Passive Perception 16
Languages Abyssal, Deep Speech, Telepathy 60ft- only in deep speech
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Vigor of Death. So inured to the necromantic forces of death and darkness a Behemoth Mummy feeds off necrotic energies. When the Behemoth Mummy takes necrotic damage it instead heals amount equal to this necrotic damage. 

Innate Spellcasting. The Behemoth Mummy's innate spellcasting ability is wisdom (Spell save DC 16, +4 to hit with spell attacks) 

2/day: Dissonant Whispers

1/day: Hypnotic Pattern

Actions

Multiattack. The Behemoth Mummy may make 1 slam attack and 2 Wrapping Whip attacks

Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 7) Bludegeoning damage. 

Wrapping Whip. RangedWeapon Attack: +5 to hit, range 20/30 ft., one target. Hit: 11 (1d8 + 7) [damage type] damage. When hit by this attack the Behemoth mummy may choose to pull in the target, they must make a DC 15 strength check or be considered restrained, after which the Behemoth mummy may as a free action once per turn move the target up to 30 towards them.

 

Reactions

Ensnaring trip. When a Behemoth Mummy hits with its Wrapping Whip attack it may use a reaction to force the target to make a DC 15 Strength check or be knocked prone.

Description

The remains of some fiendish beast or evil creature reanimated through ancient arts. Held together by bandages inscribed in strange runic markings they prowl ancient temples serving either as guardians or entombed gods.

Shogthur

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