Mummy Lord
Small undead, lawful evil
Armor Class 17 (natural armor)
Hit Points 187 (25d8 + 75)
Speed 30 ft., swim 15 ft., climb 15 ft.
str
18 (+4)
dex
10 (+0)
con
17 (+3)
int
11 (+0)
wis
19 (+4)
cha
16 (+3)
Saving Throws Int +5, Wis +9
Skills History +5, Perception +9, Religion +5
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 60 ft., passive Perception 19
Languages Common plus three other languages
Challenge 15 (13,000 XP)
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
Channel Negative Energy. Ranged Attack Roll: +9, range 60 ft. 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.
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. 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.
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
Spellcasting (WIS, DC 17, +9 to hit)
At Will: Dispel Magic, Thaumaturgy
1/Day Each: Animate Dead, Harm, Insect Plague
Attack Summary
Legendary Actions
The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions 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.