Medium Undead (Cleric), Lawful Evil
- AC
- 17
- Initiative
- +10 (20)
- HP
- 187 (25d8+75)
- Speed
- 30 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 10 | +0 | +0 |
| CON | 17 | +3 | +3 |
| INT | 11 | +0 | +5 |
| WIS | 19 | +4 | +9 |
| CHA | 16 | +3 | +3 |
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 on the party's side is the rarest framing on this list, but the setup writes itself: a deposed god-king willing to help the party stop the cult that desecrated his successor, a withered priest-queen whose tomb the party defended from grave robbers, an undying steward bound to a temple the party now serves. She is Lawful Evil and she does not pretend otherwise. She helps because the party's enemy is also hers, and the alliance ends the moment the threat does.
In combat at the party's side, the mummy lord is a deletion engine for a single key target. Point her at the enemy's commander or chief caster. Dreadful Glare locks the target down at DC 17 Wisdom for 25 psychic and Paralyzed, and the follow-up Multiattack (Rotting Fist for 25 plus the curse, plus a second Dreadful Glare via legendary actions) usually ends the fight on the spot. The curse rider on Rotting Fist means even a survivor crawls home with a death sentence ticking down. Channel Negative Energy at 60 ft. covers the back rank when she can't close. Animate Dead refills the party's flanks with whatever skeletons happen to be lying around, which works best in a battlefield they just bled across.
The terms are absolute. She refuses to enter consecrated ground belonging to the gods of dawn, refuses to kill innocents (her own moral framework is rigid, not soft), and refuses to leave her lair for more than the agreed scene. Whirlwind of Sand carries her between adjacent chambers as needed; do not pretend it carries her across a continent. The party walks home alone.
Have her demand one cursed object from the party's haul as payment. Not the most valuable thing, the most personal one. The decision should hurt to make.
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.