Creature Reference Back to Creatures

Mummy Lord

Medium · Undead · CR 15 · Chaotic Evil

Armor Class
17
Hit Points and Hit Dice
221 (26d8+104)
Challenge Rating CR
15

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
10
+0
CON
18
+4
INT
12
+1
WIS
18
+4
CHA
16
+3

Overview

Category Monsters
Size Medium
Type Undead
Alignment Chaotic Evil
XP 13000
Initiative Bonus +0

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 14

Saving Throws

Constitution +9 Intelligence +6 Wisdom +9 Charisma +8

Skills

History +6 Religion +6

Languages

the languages it knew in life

Resistances & Immunities

Damage Immunities
necrotic, poison; damage from nonmagical weapons
Condition Immunities
charmed, fatigue, frightened, paralyzed, poisoned

Traits

Curse: Mummy Rot

A mummys touch inflicts a dreadful curse called mummy rot. A cursed creature can't regain hit points, and its hit point maximum decreases by an amount equal to the creatures total number of Hit Dice for every 24 hours that elapse. If this curse reduces the targets hit point maximum to 0, the target dies and crumbles to dust. Remove curse and similar magic ends the curse.

Flammable

After taking fire damage, the mummy lord catches fire and takes 11 (2d10) ongoing fire damage if it isnt already suffering ongoing fire damage. A creature can use an action or legendary action to extinguish this fire.

Legendary Resistance (1/Day)

If the mummy lord fails a saving throw while wearing its scarab amulet, it can choose to succeed instead. When it does so, the scarab amulet shatters. The mummy lord can create a new amulet when it finishes a long rest.

Magic Resistance

The mummy lord has advantage on saving throws against spells and magical effects.

Rejuvenation

If its heart is intact, a destroyed mummy lord gains a new body in 1d4 days, regaining all its hit points. The new body forms within 10 feet of the heart.

Spellcasting

The mummy lord is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17 +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared which it can cast without material components:

  • Cantrips (at will): Guidance, Thaumaturgy
  • 1st-Level (4 slots): Create or Destroy Water, Detect Magic
  • 2nd-Level (3 slots): Augury, Gentle Repose
  • 3rd-Level (3 slots): Animate Dead, Dispel Magic
  • 4th-Level (3 slots): Divination, Guardian of Faith
  • 5th-Level (2 slots): Contagion
  • 6th-Level (1 slot): Harm

Actions

Contagion

+9 to hit, reach 5 ft (1.5 m).

(5th-Level; V, S) Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: The target contracts a flesh-rotting disease. It has disadvantage on Charisma ability checks and becomes vulnerable to all damage. The target makes a DC 17 Constitution saving throw at the end of each of its turns. After 3 failures the target stops making saving throws and the disease lasts for 7 days. After 3 successes the effect ends.

Dreadful Glare (Gaze)

The mummy lord targets a creature within 60 feet. The target makes a DC 16 Wisdom saving throw. On a failure it is magically frightened until the end of the mummy lords next turn. If the target fails the save by 5 or more it is paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of mummies and mummy lords for 24 hours.

Guardian of Faith

(4th-Level; V) A Large indistinct spectral guardian appears within an unoccupied space within 30 feet and remains for 8 hours. Creatures of the mummy lords choice that move to a space within 10 feet of the guardian for the first time on a turn make a DC 17 Dexterity saving throw taking 20 radiant or necrotic damage (mummy lords choice) on a failed save or half damage on a success. The spell ends when the guardian has dealt 60 total damage.

Harm

(6th-Level; V, S) The mummy lord targets a creature within 60 feet. The target makes a DC 17 Constitution saving throw. On a failure the creature is diseased taking 49 (14d6) necrotic damage. Its hit point maximum is reduced by the same amount for 1 hour or until the effect is removed with a spell that removes diseases. On a successful save the creature takes half the damage. The spells damage can't reduce a target to less than 1 hit point.

Multiattack

The mummy lord uses Dreadful Glare and then attacks with its rotting fist.

Rotting Fist

+9 to hit, reach 5 ft (1.5 m). Hit: 3d6+4 plus 6d6 necrotic damage.

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature it makes a DC 17 Constitution saving throw. On a failure it is cursed with Mummy Rot.

Reactions

Blasphemous Counterspell

When the mummy lord is targeted by a spell using a 4th-level or lower spell slot, the attacker makes a DC 16 Constitution saving throw. On a failure, the spell is wasted, and the caster takes 3 (1d6) necrotic damage per level of the spell slot.

Legendary Actions

Attack

Cost 2

The mummy lord uses Dreadful Glare or attacks with its rotting fist.

Blasphemous Word

Cost 2

Each non-undead creature within 10 feet of the mummy lord that can hear its magical imprecation makes a DC 16 Constitution saving throw. On a failure, a creature is stunned until the end of the mummy lords next turn.

Channel Negative Energy

Cost 1

A 60-foot-radius aura of magical negative energy surrounds the mummy lord until the end of its next turn, spreading around corners. Creatures in the aura can't regain hit points.

Dispel Magic

Cost 2

The mummy lord casts dispel magic.

The mummy lord can take 3 legendary actions

Cost 1

Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.

Whirlwind of Sand

Cost 1

The mummy lord, along with its equipment, magically transforms into a whirlwind of sand and moves up to 60 feet without provoking opportunity attacks, and then reverts to its normal form.

About Mummy Lord

Mummy Lord is a medium undead with a Challenge Rating of 15. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 17 and possesses 221 hit points (derived from 26d8+104).

Mummy Lord has communication capabilities including the languages it knew in life. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Mummy Lord

2 tips available

When using Mummy Lord in your D&D 5e campaign, consider these tactical approaches:

  • Boss Encounter: Suitable for climactic moments
  • Multi-phase Battle: Plan dramatic tension with multiple phases

Player Guide: Facing Mummy Lord

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Major Threat: Prepare for epic battle
  • Resource Management: Conserve powerful abilities

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 15.

Solo Encounter:

A single character of level 19 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 24,000 XP
  • Hard: 36,000 XP
  • Deadly: 48,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Mummy Lord?
Mummy Lord has a Challenge Rating of 15, making it appropriate for parties of level 15.0.
What type of creature is Mummy Lord?
Mummy Lord is a Medium Undead, which affects how certain spells and abilities interact with it.
What languages does Mummy Lord speak?
Mummy Lord can communicate in the languages it knew in life.

Related D&D 5e Content

Related Creatures