Multiattack: The mummy lord can use its Dreadful Glare and make one attack with its rotting fist.
Rotting Fist: Melee Weapon Attack: +6 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.
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 12 Wisdom saving throw or be magically frightened until the end of the mummy lord's next turn. The frightened target is also paralyzed.
Blinding Dust: The mummy lord exhales a cloud of blinding dust in a 10-foot radius. Each creature in that area must succeed on a DC 12 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The mummy guardian 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..
Legendary Action Name (Costs # Actions).
Attack: The mummy lord makes one rotting fist attack or uses Dreadful Glare..
Blinding Dust (Costs 2 Actions): The mummy lord uses its Blinding Dust.
Channel Negative Energy (Costs 3 Actions): The mummy lord releases a burst of negative energy in a 30-foot radius centered on itself. Each creature in that area must make a DC 14 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Description
Greater mummy risen by Anhktepot. Guardian of the keys to enter Pharoah's Rest.
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