Free interactive D&D 5e SRD stat block

Mummy Lord

Medium Undead, CR 15, AC 17, 187 HP. Lawful Evil.

Medium Undead (Cleric), Lawful Evil

AC
17
Initiative
+10 (20)
HP
187 (25d8+75)
Speed
30 ft.
ScoreModSave
STR 18 +4 +4
DEX 10 +0 +0
CON 17 +3 +3
INT 11 +0 +5
WIS 19 +4 +9
CHA 16 +3 +3
Skills
History +5 , Perception +9 , Religion +5
Immunities
Necrotic, Poison, Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Vulnerabilities
Fire
Senses
Truesight 60 ft.; Passive Perception 19
Languages
Common plus three other languages
CR
15 (XP 13,000; PB +5)

Traits

Legendary Resistance (3/Day, or 4/Day in Lair). If the mummy fails a saving throw, it can choose to succeed instead.

Magic Resistance. The mummy has Advantage on saving throws against spells and other magical effects.

Undead Restoration. If destroyed, the mummy gains a new body in 24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in an unoccupied space within the mummy's lair. The heart is a Tiny object that has AC 17, HP 10, and Immunity to all damage except Fire.

Actions

Multiattack. The mummy makes one Rotting Fist or Channel Negative Energy attack, and it uses Dreadful Glare.

Rotting Fist. Melee Attack Roll: +9, reach 5 ft. Hit: 15 (2d10+4) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack.

Channel Negative Energy. Ranged Attack Roll: +9, range 60 ft. Hit: 25 (6d6+4) Necrotic damage.

Dreadful Glare. Wisdom Saving Throw: DC 17, one creature the mummy can see within 60 feet. Failure: 25 (6d6+4) Psychic damage, and the target has the Paralyzed condition until the end of the mummy's next turn.

Spellcasting. The mummy casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):
At Will: Dispel Magic, Thaumaturgy
1/Day Each: Animate Dead, Harm, Insect Plague (level 7 version)

Reactions

Whirlwind of Sand. Trigger: The mummy is hit by an attack roll. Response: The mummy adds 2 to its AC against the attack, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied space it can see. Each creature of its choice that it can see within 5 feet of its destination space has the Blinded condition until the end of the mummy's next turn.

Legendary Actions

Mummy Lord can take 3 Legendary Actions per round, regaining all uses at the start of its turn.

Dread Command. The mummy casts Command (level 2 version), using the same spellcasting ability as Spellcasting. The mummy can't take this action again until the start of its next turn.

Glare. The mummy uses Dreadful Glare. The mummy can't take this action again until the start of its next turn.

Necrotic Strike. The mummy makes one Rotting Fist or Channel Negative Energy attack.

How to run Mummy Lord

A mummy lord is the centerpiece of a tomb adventure, not a wandering encounter. It has waited centuries for the party to arrive, it knows its lair, and it should be foreshadowed for at least a session before the seal cracks. The fight is the climax of three sessions of dust, dead servants, and worsening omens.

Open round one with Dreadful Glare, not Rotting Fist. DC 17 Wisdom save, 60 ft., 25 psychic on a fail and Paralyzed until the end of the mummy's next turn. A paralyzed PC is auto-crit at melee range, so on round two use Multiattack for one Rotting Fist (+9 for 15 bludgeoning plus 10 necrotic, with the curse rider that blocks healing and lowers max HP by 3d6 per day) plus a second Dreadful Glare via the Glare legendary. Then drop Necrotic Strike at the end of the cleric's turn for another Rotting Fist or a Channel Negative Energy at +9 for 25 necrotic. The damage is bad; the curse is what turns this encounter into a campaign beat.

Spellcasting is the difficulty lever. Save Dispel Magic for the wizard's Wall of Force, and cast Harm on whoever just dropped below half HP. Animate Dead refreshes the encounter with the tomb guards the party just dispatched in the antechamber. Whirlwind of Sand as a reaction adds 2 AC against a hit and teleports the mummy 60 ft., Blinding anyone next to its arrival space. Use Legendary Resistance (3 per day, 4 in lair) on save-or-suck only; eat the Fireball and burn a Resistance on the Banishment that would actually end the fight. Undead Restoration is the campaign hook: the heart is AC 17, HP 10, immune to all damage but Fire, and a mummy whose heart survives rebuilds in 24 hours.

Have the mummy lord speak its dead name aloud the first time it sees the party. Use the language they don't speak. The translation comes later, from a scroll, and lands much harder.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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