Medium Undead (Monk), Lawful Evil
Armor Class 17 (natural armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
8 (-1)
WIS
16 (+3)
CHA
13 (+1)
Saving Throws DEX +5
Skills Acrobatics +5, Athletics +7, Stealth +5
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 13
Languages The languages it knew in life
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Flaming Fists. Whenever the monk takes fire damage, it channels the flames into a fiery aura. The next time it hits with a melee attack before the end of its next turn, the attack deals 9 (2d8) extra fire damage to the target.

Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier and its +2 bonus from natural armor.

Actions

Multiattack. The monk makes two unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 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.
    Once per turn, the monk can cause one of the following additional effects (choose one or roll a d4):

    1–2: Knock Down. The target must succeed on a DC 14 Dexterity saving throw or be knocked prone.

    3–4: Push. The target must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet directly away from the monk.

Dreadful Leap. The monk flies up to its speed, but it falls if it is still in the air at the end of the movement. Then, each creature of the monk's choice within 30 feet of the monk that can see the monk must succeed on a DC 14 Wisdom saving throw or be frightened of the monk until the end of the monk's next turn.

Description

n certain monasteries upon isolated mountains, monks train for decades to escape beyond the shackles of life and death by undergoing a special ritual at their life's end. These mummified bodies beneath the earth can be corrupted by dark forces, leading these ancient monks to rise as undead mummies with the skills, talents, and determination of a trained martial artist.

Final Meditation. In preparation for the end of their life, these mountain monks begin to fast, refusing to eat any food as they slowly waste away. A monk in this stage spends all their time in meditation, anticipating the next cosmic existence that awaits them. When they are little but skin and bones, they are lowered into the ground by their fellow monks and placed inside a wooden box that is then buried. A single reed connects the box to the air above, allowing the monk to breathe. The monk spends the last few days of their life meditating as they die from lack of food and water. This process slowly causes their body to become mummified all on its own.

The Mummy's Curse. The same evil forces that are invoked in the normal creation of undead mummies can also corrupt these monks. Sometimes an elder monk's final meditations are poisoned by dark thoughts, slowly corrupting the monk before they pass. Other times, the monk's body is corrupted by foul magicks from below the earth, or by necromancers seeking ancient powers. Once animated as undead, these monks protect their resting place from trespassers and desecrators, and they enact bitter revenges on those who wronged them when they were still alive. Some are so disciplined that they can resist the curse's evil and retain their morality.

Undead Nature. A mummified monk doesn't require air, food, drink, or sleep.

Monster Tags: undead

Habitat: DesertMountain

BenevolentEvil

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