Mummy Lord

A powerful, preserved, undead humanoid, often found wrapped in funerary bandages.

Hit Dice 10** (45 hp)
Armor Class 17
Movement 40’
Attacks 1 (+8) @ rot (touch, 2d10 + disease)
Alignment Chaotic
Saving Throws D6 W7 P8 B8 S10 (10)
Morale 12
  • Typically found haunting ruins and tombs.
  • Anyone seeing a mummy lord must Save vs Paralyze or be paralyzed with terror.
    • Paralysis is broken if mummy lord attacks them or goes out of sight.
  • Immune to all damage except fire or magic.
  • Any damage taken is reduced by 50%.
  • Gains advantage on saves vs spells and other magical effects.
  • When destroyed, if heart remains intact, will reform body (with full HP) 1d4 days later.

Spellcasting

  • Can cast spells as a 10th level priest.

!!!include(bestiary/undead.md)!!

Disease

Anyone touched by a mummy must Save vs Poison or contract a rotting disease.

  • Must save after each touch (unless infected).
  • While infected:
    • Can’t regain hit points,
    • Loses 1 HD every day.
      • If HD drops to 0, victim dies and turns to dust.
  • Healing occurs at 10% normal rate.
  • Disease can only be removed by magic (ex: Cure Disease spell)

Shapeshift

Can change into Cloud of Sand at will.

  • Each change takes 1 round.
  • Can take humanoid form or Cloud of Sand.
  • Clothes and equipment carried remain in possession but inaccessible while in non-humanoid form.

Cloud of Sand

Hit Dice 7** (31 hp)
Armor Class 17
Movement 60’ flying
Attacks None
Saving Throws D8 W9 P10 B10 S12 (7)
Morale 12
  • Immune to all weapons while in this form.
  • Unable to attack while in this form.
  • Any creature that becomes adjacent to this form must Save vs Blasts or be [blinded] until for one combat round (their next attack).