Large Undead, Chaotic Evil
Armor Class 21 Heavy Armor
Hit Points 210 (20d10 + 100)
Speed 35 ft.
STR
25 (+7)
DEX
18 (+4)
CON
17 (+3)
INT
11 (+0)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws STR +12, DEX +9, CON +8, CHA +8
Skills Intimidation +6
Damage Vulnerabilities Acid
Damage Resistances Bludgeoning
Damage Immunities Necrotic
Condition Immunities Exhaustion, Frightened, Grappled, Poisoned
Senses Darkvision 60 ft., Passive Perception 14
Languages Celestial, Goblin
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Magic Resistance. King Yarg has advantage on saving throws against spells and other magical effects.

Spellcasting. King Yarg is a 10th-level spellcaster. His spellcasting ability is Strength (spell save DC 17, +9 to hit with spell attacks). The Mummy Lord has the following cleric spells prepared:

Cantrips (at will): sacred flame, thaumaturgy

1st level (4 slots): command, guiding bolt, shield of faith

2nd level (3 slots): hold person, silence, spiritual weapon

3rd level (3 slots): animate dead, dispel magic

4th level (3 slots): divination, guardian of faith

5th level (2 slots): contagion, flame strike

6th level (1 slot): harm

Actions

Multi-attack. The King can make three attack actions. Once with Dreadful Glare or Otherworldly Howl and two times with the Sword of Cthulhu.

Sword of Cthulhu. Melee Weapon Attack: +19 to hit, reach 5 ft., 1 target. Hit: 15 (2d6+8) [Slashing] damage and 13 (3d6) [Necrotic] damage.

Cast a spell (Cost: 2 Actions). Cast one spell with a casting time of 1 action.

 

Otherworldly Howl. Ranged Weapon Attack: the Shield that the King holds begins to ring; a piercing sound emanates from it and the eyes on the skull glow white. All creatures within 120 feet of the King must make a DC 16 Intelligence saving throw, taking 16 (2d10+5) psychic damage on a failed save or half as much on a successful one.

Dreadful Glare. The King targets one creature it can see within 60 feet of him. If the target can see the King, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the Kings next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare for the next 24 hours.
Legendary Actions

The King 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 King regains spent legendary actions at the start of his turn.

Attack (Cost: 1 Action). The King makes one attack.

Channel Negative Energy (Cost: 2 Actions). King magically unleashes negative energy. Creatures within 60 feet of the King, including ones behind barriers and around corners, can't regain hit points until the end of the Kings next turn.

Cast a spell (Cost: 2 Actions). Cast one spell with a casting time of 1 bonus action.

Fire Blast (Cost: 2 Actions) (Recharge: 6). The King channels Blizzard of Flames in a sphere with a radius of 60 feet centered on the King. Any creatures the King chooses must make a DC 16 Constitution saving throw or gain one level of exhaustion and take 22 (4d10) fire damage. Targets take half damage on a successful save but don't gain any exhaustion.

 

Habitat: Desert

Sub2Percy

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