Large Undead, Lawful Evil
Armor Class 23 (natural armor)
Hit Points 1150 (100d10 + 600)
Speed 40 ft., fly 60 ft.
STR
22 (+6)
DEX
13 (+1)
CON
23 (+6)
INT
24 (+7)
WIS
27 (+8)
CHA
21 (+5)
Saving Throws DEX +9, CON +14, WIS +16, CHA +13
Skills Athletics +13, Deception +13, Insight +16, Intimidation +13, Perception +16, Religion +15
Damage Resistances Lightning, Radiant
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 26
Languages All, Telepathy 120ft.
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

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

Legendary Resistance (5/Day). If Zharush fails a saving throw, he can choose to succeed instead.

Limited Magic Immunity. Zharush is unaffected by spells of 4th level or below unless he chooses to be.

Rejuvenation. Zharush regains 20 hit points at the beginning of his turn.  In addition, if he is killed he gains a new body after 24 hours if his heart is intact, regaining all his hit points and becoming active again. The new body appears within 5 feet of the Zharush's heart.

Dreadmace of Pharaohs. The Dreadmace has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Zharush can use an action to cast animate dead, blight, or speak with dead. Alternatively, he can expend 1 or more of the Dreadmace’s charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2 charges). The Dreadmace regains 1d4 + 3 charges daily at dawn.

Heart of Zharush. Zharush keeps his heart protected in a sand-filled obelisk.  The heart can be used to maintain concentration on a spell for him.  The heart has 5 hit points and an AC of 10.  The obelisk has 350 hit points and an AC of 20.  Once both are destroyed Zharush will take 350 damage and lose his Rejuvenation and Limited Magic Immunity Traits.

Hand of Zharush. Any melee spell attack Zharush makes deals an extra 2d8 cold damage on a hit.
The hand has 8 charges.  Zharush can us an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it:  finger of death (5 charges), sleep (1 charge), slow (2 charges), or teleport (3 charges). 
The hand regains 1d4 + 4 expended charges daily at dawn.

Eye of Zharush. The eye has 8 charges.  Zharush can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it:  clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges), dominate monster (5 charges), or eyebite (4 charges). 
The eye regains 1d4 + 4 expended charges daily at dawn.

Properties of the Hand and Eye.  Zharush can see as if he was wearing a ring of X-ray vision.  Unless incapacitated, Zharush cannot be surprised.  

Spellcasting. Zharush is a 25th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 24, +16 to hit with spell attacks). Zharush has the following cleric spells prepared:

Cantrips (at will): chill touch, sacred flame

1st level (7 slots): command, guiding bolt, shield of faith

2nd level (6 slots): blindness/deafness, heat metal, hold person, silence, spiritual weapon

3rd level (5 slots): bestow curse, dispel magic, lightning bolt, wall of sand

4th level (5 slots): banishment, guardian of faith

5th level (4 slots): antilife shell, contagion, insect plague, telekinesis, temporal shunt (Explorer's Guide to Wildemount pg.189)

6th level (4 slots): create undead, flesh to stoneharm

7th level (3 slots): divine word, finger of death, whirlwind

8th level (2 slots): abi-dalzim's horrid wilting, antimagic field, power word stun

9th level (2 slots): power word kill, time ravage (Explorer's Guide to Wildemount pg. 189-190)

10th level (1 slot): any quickened 6th-level or lower spell

Actions

Multiattack. Zharush can use his Dreadful Glare and make two attacks with his Dreadmace of Pharaohs.

Dreadmace of Pharaohs. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 8) bludgeoning damage plus 9 (2d8) cold damage plus 13 (2d12) necrotic damage.

Dreadful Glare. Zharush targets one creature he can see within 60 feet of him. If the target can see Zharush, it must succeed on a DC 21 Wisdom saving throw against this magic or become frightened until the end of the Zharush's 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 of all mummies, mummy lords, and Zharush for the next 24 hours.

Bones to Jelly. Melee Spell Attack: +16 to hit, reach 5 ft., one target that has a skeleton.  Hit: The target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.

Legendary Actions

Zharush can take 5 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. Zharush regains spent legendary actions at the start of his turn.

Attack. Zharush makes one attack with his Dreadful Glare or with his Dreadmace of Pharaohs.

Blinding Dust. Blinding dust and sand swirls magically around the Zharush. Each creature within 5 feet of Zharush must succeed on a DC 22 Constitution saving throw or be blinded until the end of the creature's next turn.

Blasphemous Word (Costs 2 Actions). Zharush utters a blasphemous word. Each non-undead creature within 10 feet of the him that can hear the magical utterance must succeed on a DC 21 Constitution saving throw or be stunned until the end of Zharush's next turn.

Cast a Spell (Costs 1 or 2 Actions.) Zharush casts a spell.  A cantrip costs 1 action and any level spell costs 2 Actions.  Zharush can choose to cast a spell through any of his artifacts instead of his own spell, only costing 1 action.

Whirlwind of Sand (Costs 2 Actions). Zharush magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to his normal form. While in whirlwind form, Zharush is immune to all damage, and he can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by Zharush remain in his possession.

Lair and Lair Actions

Zharush's Lair Actions

On initiative count 20 (losing initiative ties), Zharush takes a lair action to cause one of the following effects; Zharush can’t use the same effect two rounds in a row.

  • Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.
  • Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.
  • Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in Zharush’s lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 20 Constitution saving throw. On a failed save, it takes 1d6 necrotic damage per level of the spell, and the spell has no effect and is wasted.
  • Zharush causes up to four corpses within the lair to rise as skeletons, zombies, or undead scarab swarms. These undead obey his telepathic commands, which can reach anywhere in the lair.
  • Zharush causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 20 Strength saving throw or be restrained until the arms disappear or until Zharush releases their grasp (no action required).

Regional Effects

Zharush’s temple is warped in any of the following ways by the creature’s dark presence:

  • Food instantly molders and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled — wine turning to vinegar, for instance.
  • Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.
  • A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magic.
  • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
Nimiphi

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