Necrotic Absorption. Whenever Amumu is subjected to necrotic damage, he takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.
Legendary Resistance (2/long rest). If Amumu fails a saving throw, he can choose to succeed instead.
Cursed Touch. Amumu's attacks and Curse of the Sad Mummy apply a Curse (as with Bestow Curse) until removed by remove curse or similar magic, stacking with each subsequent attack.
- The target has disadvantage on attack rolls against Amumu.
- The target must make a DC 16 Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
- The target has disadvantage on Wisdom ability checks and saving throws.
- Amumu's attacks and abilities deal an extra 5 (1d8) necrotic damage to the target.
Curse of Seclusion. Creatures that can see or hear Amumu must succeed a DC 22 Wisdom saving throw. Creatures that fail come under the effects of antipathy. Additionally, if Amumu dies while still cursed he will resurrect in 1d8 days at sunrise in his sarcophagus.
Multiattack. Amumu uses his Despair or Tantrum. Then makes one attack with his Rotting Fist or Bandage Toss.
Rot Touch. 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 15 Constitution saving throw or be cursed by Cursed Touch.
Bandage Toss. Ranged Weapon Attack: +6 to hit, reach 20/60., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. Amumu pulls himself to the target and the target is grappled. (This movement triggers opportunity attacks)
Despair (recharge 5-6). Amumu breaks into a fit of tears creating a 15 ft. radius pool of cursed fluid around himself until the start of his next turn. Each creature that begins their turn within the pool or enters it for the first time on their turn must succeed on a DC 15 Charisma saving throw or become incapacitated until the end of its next turn and gain one stack of Cursed Touch.
Tantrum. Amumu lashes out around him in a 10 ft. radius. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage.
Curse of the Sad Mummy. When Amumu reaches 50% of his max hit points and every 30 seconds afterward, at the start of his turn his sorrow overwhelms him and his curse explodes outward in a 20 ft. radius sphere. All creatures in the radius must succeed on a DC 16 Constitution saving throw or suffer 30 (10d4) necrotic damage and become paralyzed for 1 minute. On a success, creatures take half as much damage and are not paralyzed. A creature may repeat the saving throw at the start of each of its turns, ending the paralysis on a success. Amumu heals for half the damage dealt.
Additionally, when Amumu is critically hit, roll percentile dice. On a roll of 80 or higher Curse of the Sad Mummy triggers immediately, even if he has more than half of his max hit points.
Amumu can take 2 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. Amumu regains spent legendary actions at the start of his turn.
Fit. Amumu throws a Tantrum or Despairs.
Let Me Give You A Hug. Amumu makes 1 Rot Touch attack and grapples the target.
Don't Leave! (Costs 2 actions). Amumu uses Bandage Toss on a creature that has moved away from him this round and then uses Rot Touch.
Description
"Solitude can be lonelier than death." - Amumu
Legend claims that Amumu is a lonely and melancholy soul from ancient Shurima, roaming the world in search of a friend. Doomed by an ancient curse to remain alone forever, his touch is death, his affection ruin. Those who claim to have seen him describe a living cadaver, small in stature and wrapped in creeping bandages. Amumu has inspired myths, songs, and folklore told and retold for generations such that it is impossible to separate truth from fiction.
Comments