Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
the languages it knew in life
Resistances & Immunities
Traits
Legendary Resistance (3/Day)
If the mummy lord fails a save, it can choose to succeed instead.
Magic Resistance
The mummy lord has advantage on saves against spells and other magical effects.
Rejuvenation
A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its HP and becoming active again. The new body appears within 5 feet of the mummy lord's heart.
Turning Defiance
The mummy lord and any friendly Undead within 30 feet of it have advantage on saves against effects that turn undead.
Undead Nature
The mummy lord doesn't require air, food, drink, or sleep.
Undead Resilience
The mummy lord is immune to poison damage, to exhaustion, and to the poisoned condition.
Actions
Blessed Khopesh
+9 to hit, reach 5 ft (1.5 m). Hit: 2d6+4 plus 4d6 radiant damage.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage plus 14 (4d6) necrotic damage or radiant damage (the mummy lord's choice).
Call Servitors (Costs 2 Actions)
The mummy lord uses Undead Servitors.
Divine Bolt
+9 to hit, range 120 ft (36.6 m). Hit: 5d6+4 radiant damage.
Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 21 (5d6+4) necrotic damage or radiant damage (the mummy lord's choice).
Multiattack
The mummy makes two Blessed Khopesh attacks and one Rotting Fist attack, or it makes four Divine Bolt attacks. It can replace one attack with a use of Spellcasting.
Rotting Fist
+9 to hit, reach 5 ft (1.5 m). Hit: 2d8+4 plus 6d6 necrotic damage.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage plus 21 (6d6) necrotic damage, and the target must succeed on a DC 17 CON save or be cursed with mummy rot (see the Mummy Rot sidebar).
Spellcasting
The mummy lord casts one of the following spells, using WIS as the spellcasting ability (spell save DC 17).
- At Will: command, guidance, thaumaturgy
- 3/Day Each: dispel magic, hold, silence
- 1/Day Each: contagion, insect plague
Undead Servitors
The mummy lord magically calls 2d6 skeletons or zombies, 1d4 specters, or 2 mummies. The called creatures arrive in 1d4 rounds, acting as allies of the mummy lord and obeying its spoken commands. The Undead remain for 1 hour, until the mummy lord dies, or until the mummy lord dismisses them as a bonus action. The mummy lord can have any number of Undead under its control at one time, provided the combined total CR of the Undead is no higher than 6.
Unleash Divine Energy (Costs 2 Actions)
The mummy lord unleashes a wave of divine energy. Each creature within 10 feet of it must make a DC 17 CON save. On a failure, a creature takes 14 (4d6) necrotic damage or radiant damage (the mummy lord's choice) and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned.
Bonus Actions
Bolster Undead
The mummy lord sends necrotic power into up to three friendly Undead it can see, other than itself, within 30 feet of it. Each target regains 14 (4d6) HP and has advantage on the next attack roll it makes before the start of the mummy lord's next turn.
Dreadful Glare
The mummy lord glares at up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 17 WIS save or be frightened until the end of its next turn. If the target fails the save by 5 or more, it is also paralyzed for the same duration.
Legendary Actions
Call Servitors
The mummy lord uses Undead Servitors.
Detect Life
The mummy lord automatically detects every creature that isn't a Construct or Undead within 30 feet of it, pinpointing the current location of each.
Sandy Teleport
The mummy lord transforms into loose sand and teleports up to 60 feet to an unoccupied space it can see, reforming in that space. Any equipment it is wearing or carrying transforms with it.
Unleash Divine Energy
The mummy lord unleashes a wave of divine energy. Each creature within 10 feet of it must make a DC 17 CON save. On a failure, a creature takes 14 (4d6) necrotic damage or radiant damage (the mummy lord's choice) and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned.
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 270 hit points (derived from None).
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
GM Tips: Using Mummy Lord
When using Mummy Lord in your D&D 5e campaign, consider these tactical approaches:
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Boss Encounter: Suitable for climactic moments
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Multi-phase Battle: Plan dramatic tension with multiple phases
Player Guide: Facing Mummy Lord
2 strategies available
Player Guide: Facing Mummy Lord
When your party encounters this creature, keep these strategies in mind:
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Major Threat: Prepare for epic battle
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Resource Management: Conserve powerful abilities
Encounter Building Calculator
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
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.
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