Chosen Champion

Medium undead, lawful evil

Armor Class 16 (half-plate, shield)
Hit Points 136 (16d8 + 64)
Speed 20 ft.

18 (+4) 9 (-1) 18 (+4) 8 (-1) 10 (+0) 13 (+1)

Skills Perception +4
Damage Vulnerabilities fire

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages the languages it knew in life
Challenge 10 (5,900 XP)

Special Traits

  • Harrying Shield. While the champion has a shield equipped, the area within 5 feet of it is considered difficult terrain.
  • Indomitable (2/Day). The champion can reroll a failed save. It must use the new roll.


  • Multiattack. The champion can use its Dreadful Glare and makes two attacks with its Cursed Khopesh.
  • Cursed Khopesh. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage, plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw, or be cursed with mummy rot (p.86).
  • Dreadful Glare. The champion targets one creature it can see within 60 feet of it. If the target can see the champion, it must succeed on a DC 13 Wisdom saving throw against this magic, or become frightened until the end of the champion’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 with a challenge rating of 10 or less for the next 24 hours.

Legendary Actions

The champion 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 champion regains spent legendary actions at the start of its turn.

  • Dreadful Glare. The champion uses its Dreadful Glare.
  • Shield Formation. The champion moves up to its speed. It must end this movement within 5 feet of either its master or closest ally, or it can’t use this action.
  • Attack (Costs 2 Actions). The champion makes one attack with its Cursed Khopesh.


Some underlings are of such fanatical loyalty that, at the point of their master’s death, they will gladly give their lives in order to continue their service and become a chosen champion. The death of a monarch or nobleman can be followed by a wave of death, as their household guard and soldiers give their lives to fill their tomb with protectors.

Cursed Weapons

The weapons wielded by mummies carry their rotting curse. The necrotic damage effect and mummy rot curse remain attached to the weapon, even if the mummy drops it or dies, and another wielder can make use of them. When a creature that is not a mummy starts its turn holding or touching the weapon, it takes 10 (3d6) necrotic damage, and must make a save against the mummy rot curse.

The curse can be removed from the weapon using the remove curse spell or other magic, turning the weapon into a mundane version of itself.

Section 15: Copyright Notice

Ultimate Bestiary: The Dreaded Accursed, Copyright 2020, Chris Haskins, Nord Games LLC.