Regeneration. The vampire mummy lord regains 20 hit points at the start of its turn. If the vampire takes radiant damage, this trait doesn't function at the start of the vampire's next turn.
Spider Climb. The vampire mummy can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Mummy Lord's Curse. When a creature that can see the vampire mummy lord's eyes starts its turn within 30 feet of the vampire, the vampire can force it to make a DC 18 Wisdom saving throw if the vampire isn't incapacitated. On a failed save, the creature is paralyzed for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Multiattack. The vampire mummy lord makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 9 (1d6 + 4) piercing damage plus 14 (4d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing damage.
Relentless Pursuit: The Vampire Mummy Lord selects a creature it can see within 60 feet. The vampire can move its speed toward the chosen creature without provoking opportunity attacks. If it ends this movement within 5 feet of the creature, it can make a Claw attack as a bonus action
Vampiric Grasp: The Vampire Mummy Lord targets one creature it can see within 10 feet of it. The target must make a Strength saving throw (DC 18) or be grappled by the vampire. Until this grapple ends, the target is restrained, and the vampire can't use Vampiric Grasp on another target.
Mummified Resilience. When the vampire mummy lord is targeted by a spell that requires a saving throw, it can use its reaction to gain advantage on the saving throw.
The vampire mummy lord 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 vampire mummy lord regains spent legendary actions at the start of its turn.
Move. The vampire mummy lord moves up to its speed without provoking opportunity attacks.
Unholy Gaze (Costs 2 Actions). The vampire mummy lord targets one creature it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Summon Spawn (Costs 3 Actions). The vampire mummy lord magically calls 1d4 vampire spawns to appear within 30 feet of it. The summoned vampires are under the vampire mummy lord's control and act on its initiative.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A grotesque fusion of vampiric and mummified horror, the Vampire Mummy Lord is a nightmarish abomination that strikes fear into the hearts of those who dare cross its path. Its desiccated form, adorned with tattered remnants of ancient regalia, exudes an aura of malevolence that chills the very air around it.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Comments