Medium Undead (Cleric), Lawful Evil
AC 19    Initiative +10 (20)
HP 225 (30d8 + 90)
Speed 30 ft.
Mod Save
STR 20 +5 +10
DEX 12 +1 +6
CON 18 +4 +9
Mod Save
INT 14 +2 +7
WIS 16 +3 +8
CHA 20 +5 +10
Skills History +5, Perception +9, Religion +5
Vulnerabilities Fire
Resistances Bludgeoning and Piercing from nonmagical attacks
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 60 ft.; Passive Perception 19
Languages Common, Abyssal, Celistial
CR 14 (XP 11,500, or 15,000 in lair; PB +5)
Traits

Legendary Resistance (3/Day, or 4/Day in Lair). If the mummy fails a saving throw, it can choose to succeed instead.

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

Undead Restoration. Amun-Serrat regains 40 hit points at the start of his tum unless he has taken radiant damage since the end of his last turn. If he reduces a creature to 0 hit points, he instead regains 60 hit points.

Actions

Multiattack. The mummy makes one Rotting Fist or Channel Negative Energy attack, and it uses Dreadful Glare.

Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 18 (2d10 + 4) Bludgeoning damage plus 10 (3d8) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can’t regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d8) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack.

Channel Negative Energy. Ranged Attack Roll: +9, range 60 ft. Hit: 25 (6d6 + 4) Necrotic damage.

Dreadful Glare. Wisdom Saving Throw: DC 17, one creature the mummy can see within 60 feet. Failure: 25 (6d6 + 4) Psychic damage, and the target has the Paralyzed condition until the end of the mummy’s next turn.

Spellcasting. The mummy casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):

At Will: Dispel Magic, Thaumaturgy
1/Day Each: Animate Dead, Harm, Insect Plague (level 7 version)

Reactions

Whirlwind of Sand. Trigger: The mummy is hit by an attack roll. Response: The mummy adds 2 to its AC against the attack, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied space it can see. Each creature of its choice that it can see within 5 feet of its destination space has the Blinded condition until the end of the mummy’s next turn.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the mummy can expend a use to take one of the following actions. The mummy regains all expended uses at the start of each of its turns.

Glare. The mummy uses Dreadful Glare. The mummy can’t take this action again until the start of its next turn.

Tombshift. Amun-Serat magically teleports up to 30 feet to an unoccupied space he can see. Creatures adjacent to his destination must make a DC 15 Dexterity saving throw or fall prone.

Unholy Wave.  Constitution Saving Throw: DC 17 All creatures within 15 feet must succeed on a DC 17 Constitution saving throw or take Hit: 27 (4d6 + 4) Necrotic damage and be blinded until the end of their next turn

 

Mythic Actions

When Amun Serat is reduced to 0 hit points for the first time, his sarcophagus explodes in radiant shadow energy. He regains 100 hit points and gains the following benefits:

  • Flaming Necrosis Aura (30 ft): Creatures that start their turn in the aura take 10 fire and 10 necrotic damage (DC 17 Constitution saving throw for half).
  • Lair Actions now recharge every round.
  • Gains access to the following action:

Sarcophagus Implosion (Recharge 6). Each creature within 60 feet must succeed on a DC 17 Strength saving throw or be pulled 30 feet toward Amun-Serat, take Hit: 36 (2d10) Bludgeoning damage plus 10 (2d10) Necrotic damage and be restrained until the end of their next turn.

 

Description

Amun-Serat, Wretched Sun was once the beloved High Priest of a now-forgotten sun god, renowned across the desert for his wisdom and radiant power. But when his god fell silent, Amun-Serat turned to forbidden rites to bring back the light—binding his soul to necrotic flame and becoming the first of the Cursed Sunbearers.

Now, a desiccated monarch of rot and fire, he lies in wait beneath the sands, surrounded by the cursed echoes of his own arrogance and the broken remnants of those who tried to seal him. His hatred burns brighter than his torch, and should he rise again, the sun itself may never return.

Lair and Lair Actions

The mummy can use lair actions while in its tomb, crypt, pyramid, or other desecrated domain. On initiative count 20 (losing ties), it can take one of the following actions. It can’t use the same one two rounds in a row:

 1. Grasp of the Entombed Dead. Desiccated hands erupt from the ground in a 20-foot radius centered on a point the mummy can see within 60 feet. All creatures in the area must succeed on a DC 16 Strength saving throw or be restrained for 1 minute as skeletal hands grasp them. They can repeat the save at the end of each of their turns.

2. Blightful Air. The mummy exhales a wave of ancient, cursed air. Until the next initiative count 20, the area within 60 feet is lightly obscured and considered difficult terrain for living creatures. Any creature that starts its turn in the area must succeed on a DC 16 Constitution saving throw or take 9 (2d8) necrotic damage and be poisoned until the end of its next turn.

3. Tomb’s Curse. One creature the mummy can see within 60 feet must succeed on a DC 16 Wisdom saving throw or be afflicted with a greater version of Curse of Eternal Rot: the creature becomes vulnerable to necrotic damage until the end of the mummy’s next turn. This does not stack with the regular curse but upgrades it if already applied.

Habitat: Desert

Treasure:  Any

GwydrezStewartshot

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