Large Undead, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 170 (20d10 + 60)
Speed 0 ft., Fly 20 ft. (hover)
STR
9 (-1)
DEX
14 (+2)
CON
17 (+3)
INT
21 (+5)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws STR +4, CON +8, INT +10, WIS +7, CHA +9
Skills Arcana +10, History +10, Perception +12
Damage Vulnerabilities Fire
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120 ft. (blind beyond this radius), Passive Perception 22
Languages Deep Speech, Undercommon
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Curse Immunity. The mummy cannot be affected by a curse unless it wishes to be.

Magic Resistance. The mummy has advantage on saving throws against spells and other magical effects.

Withering Cone. The mummy’s central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the mummy decides which way the cone faces and whether the cone is active.

Any creature in that area can’t regain hit points and must succeed on a DC 17 Constitution saving throw at the start of each of its turns or be poisoned for one round. Any humanoid that dies there becomes a zombie under the mummy’s command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn’t been completely destroyed.

Unusual Nature. The mummy doesn’t require air, food, drink, or sleep.

Actions

Rotting Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (4d6 - 1) piercing damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 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.

Eye Rays. The mummy shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

  1. Paranoia Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed until the end of its next turn. A creature charmed in this way treats its allies as foes.

  2. Searing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or take 35 (10d6) fire damage and become blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  3. Dread Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  4. Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  5. Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

  6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the mummy moves it up to 30 feet in any direction. The target is restrained by the ray’s telekinetic grip until the start of the mummy’s next turn or until the mummy is incapacitated.

    If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The mummy can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

  7. Sleep Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

  8. Petrification Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

  9. Gravity Ray. The targeted creature must succeed on a DC 17 Strength saving throw or take 35 (10d6) force damage and have its speed reduced to 0 until the end of its next turn.

  10. Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Legendary Actions

The beholder mummy can take 3 legendary actions, using the 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 regains spent legendary actions at the start of its turn.

Bite. The mummy makes a Rotting Bite attack.

Eye Ray. The mummy uses one random eye ray.

Whirlwind of Smoke (Costs 2 Actions). The mummy magically transforms into a whirlwind of black smoke, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy is immune to all damage, and it can't be grappled, restrained, or stunned. Equipment worn or carried by the mummy remain in its possession.

Description

A beholder that finds itself particularly obsessed with ancient secrets and cursed knowledge can sometimes undergo a vile metamorphosis, its body absorbing cursed energies and withering into a blackened, mummified husk of its former self. Such abominations are known as beholder mummies, and they use their newfound undead powers to further their illicit studies.

Although its body is weakened and its sight has been ruined, a beholder mummy's cunning intellect and magical abilities are only enhanced by the dark magic that sustains its body through undeath. These formidable opponents are not to be trifled with.

Lair and Lair Actions

A Beholder Mummy’s Lair

A beholder mummy’s lair is usually the same site it held as a beholder and often contains illegible scrolls and dissected magic items, the scattered remnants of their blasphemous obsession. A beholder mummy encountered in its lair has a challenge rating of 16 (15,000 XP).

Lair Actions

When fighting inside its lair, a beholder mummy can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the mummy can take one lair action to cause one of the following effects:

  • An area that is a 20-foot cube within 120 feet of the mummy is filled with roiling black smoke. To creatures other than the mummy, that area is heavily obscured and difficult terrain until initiative count 20 on the next round.
  • Walls sprout scorched, withered hands until initiative count 20 on the round after next. Any creature that is hostile to the mummy and starts its turn within 10 feet of a wall must succeed on a DC 17 Dexterity saving throw or be grappled. Escaping requires a successful DC 17 Strength (Athletics) or Dexterity (Acrobatics) check.
  • The mummy innately casts the bestow curse spell, using Charisma as the spellcasting ability (spell save DC 17). When cast by the mummy, the spell has a range of 120 feet instead of touch.

The mummy can’t repeat an effect until all three have been used, and it can’t use the same effect on consecutive rounds.

Regional Effects

A region containing a beholder mummy’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:

  • Creatures within 1 mile of the mummy’s lair sometimes feel as if they’re being watched even when they aren’t.
  • The land grows unnaturally dry and barren within 1 mile of the mummy's lair.

If the beholder mummy dies, these effects fade over the course of 1d10 days.

Monster Tags: Beholderundead

Habitat: Underdark

Ultadoer

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