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Mummy Lord

Medium · Undead · CR 15 · Lawful Evil

Source. 5e 2014 Rules
Armor Class
17 (natural armor)
Hit Points and Hit Dice
97 (13d8+39)
Challenge Rating CR
15

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
10
+0
CON
17
+3
INT
11
+0
WIS
18
+4
CHA
16
+3

Overview

Category Monsters
Subcategory Mummies
Size Medium
Type Undead
Alignment Lawful Evil
XP 13000
Initiative Bonus +0

Movement

Walk 20 ft (6.1 m)
Swim 10 ft (3 m)
Climb 10 ft (3 m)
Crawl 10 ft (3 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 14

Saving Throws

Constitution +8 Intelligence +5 Wisdom +9 Charisma +8

Skills

History +5 Religion +5

Languages

the languages it knew in life

Resistances & Immunities

Damage Immunities
necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Vulnerabilities
bludgeoning
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned

Environments

Desert Ruins Shadowfell Temple Tomb

Traits

Magic Resistance

The mummy lord has advantage on saving throws 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 hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.

Spellcasting

The mummy lord is a 10th-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:

  • 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, insect plague
  • 6th level (1 slot): harm

Actions

Dreadful Glare

Cost 1

The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy'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 and mummy lords for the next 24 hours.

Multiattack

Cost 1

The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist

Cost 1

+9 to hit, reach 5 ft (1.5 m). Hit: 3d6 thunder 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 must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Legendary Actions

Attack

Cost 1

The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.

Blasphemous Word

Cost 2

The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.

Blinding Dust

Cost 1

Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.

Channel Negative Energy

Cost 2

The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.

Whirlwind of Sand

Cost 2

The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.

About Mummy Lord

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

In combat, this creature maintains an Armor Class of 17 and possesses 97 hit points (derived from 13d8+39).

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.

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