Mummy Lord

The Mummy Lord is a Medium undead, with Armor Class 17, 97 hit points, and Challenge Rating 15. The Mummy Lord is a powerful undead sovereign that commands potent clerical magic and a soul-withering touch.

Mummy Lord, original D&D 5e monster artwork by ZapGM

Stat Block

Abilities & Attacks

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. Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist. Dreadful Glare. 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. Legendary Actions. Attack. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare. Blinding Dust. 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. Blasphemous Word (Costs 2 Actions). 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. Channel Negative Energy (Costs 2 Actions). 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 (Costs 2 Actions). 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. Lair Actions. On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can't use the same effect two rounds in a row: Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round. Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round. Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a 16 Constitution saving throw. On a failed save, it takes 1d6 necrotic damage per level of the spell, and the spell has no effect and is wasted.

Common Questions

How much HP does a Mummy Lord have?

97 hit points.

What is a Mummy Lord's Challenge Rating?

Challenge Rating 15.

What is a Mummy Lord's Armor Class?

AC 17.

How fast can a Mummy Lord move?

Speed 20 ft. ft.

Use Mummy Lord at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Mummy Lord into a ZapGM campaign and customize it further.

Official stats from the D&D 5e (Dungeons and Dragons 5th Edition) System Reference Document (SRD), free to use under its open license.

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