Medium Undead, Lawful Evil
Armor Class 12 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 20 ft.
STR
16 (+3)
DEX
8 (-1)
CON
15 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws WIS +3
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages The languages it knew in life
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Shifting Sand Aura.  Abasi has a 40ft aura of sand that is two feet deep and counts as difficult terrain for enemies.

Weakened but unbowed. Abasi is immune to effects that turn undead.

Actions

Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 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 targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 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 (but not mummy lords) for the next 24 hours.

Reactions

Cloak of Dust. When Abasi is targeted by an attack he can cover himself in dense sand to give himself a +2 bonus to Armor Class against the triggering attack.  If the attack is a melee attack, the attacker must make a DC 12 Dexterity save or be blinded until the beginning of their next turn.

Description

Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Abasi takes a lair action to cause one of the following effects:

• Abasi creates four 5-foot high, 5-foot wide blocks of sand within 40 feet of him. Abasi
typically uses these blocks to block an enemy’s advance, protect his rear, or isolate enemies. He can stack multiple blocks on top of one another to increase their height. The blocks persist until initiative count 20 on the next round.
• Abasi creates a 10-foot wide, 25-foot high cylinder of whirling sand within 40 feet of
him. Creatures that make attacks while in this small sandstorm, and ranged attacks that
move through it, are made with disadvantage. The sandstorm persist until initiative count 20 on the next round.
• Abasi is pulled into the sand and teleports up to 30 feet.

Habitat: Desert

LegoMySuperEgo

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes