Mummy, Lightning-Quick

Family: Mummies

Medium undead, chaotic evil

Armor Class 21 (natural armor)
Hit Points 150 (20d8 + 60)
Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 50 (+5) 56 (+3) 3 (-1) 14 (+2) 25 (+2)

Saving Throws Dex +10, Con +8, Wis +7, Cha +7
Damage Vulnerabilities fire
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life
Challenge 16 (15,000 XP)

SPECIAL TRAITS

  • Accelerated Movement. The lightning-quick mummy has advantage on initiative checks.
  • Gaze of Despair. When a creature that can see the lightning-quick mummy’s eyes starts its turn within 30 feet of the lightning-quick mummy, the mummy can force it to make a DC 15 Wisdom saving throw if the mummy isn’t incapacitated and can see the creature. On a failure, the creature suffers disadvantage on all attack rolls, ability checks, and saving throws for one minute. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the lightning-quick mummy until the start of its next turn, when it can avert its eyes again. If the creature looks at the lightning-quick mummy in the meantime, it must immediately attempt the save. While averting its eyes, any attacks on the lightning-quick mummy are done at disadvantage.
  • Mask of Rahotep. The lightning-quick mummy wears an enchanted mask of Rahotep. If this mask is removed, the lightning-quick mummy loses its accelerated movement ability and all legendary actions.

ACTIONS

  • Multiattack. The lightning-quick mummy makes one Crook attack and two Flail attacks, or one Electric Bolts and two Flail attacks.
  • Crook. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage and the creature must succeed at a DC 18 Strength saving throw or be grappled by the lightning-quick mummy (escape DC 18). The lightning-quick mummy can grapple only one creature with its hook.
  • Electric Bolts. Ranged Weapon Attack: +10 to hit, range 20/40 ft., up to three targets. Hit: 15 (3d6 + 5) lightning damage.
  • Flail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage and the creature must succeed at a DC 18 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

LEGENDARY ACTIONS

The lightning-quick mummy can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The lightning-quick mummy regains spent legendary actions at the start of its turn.

  • Faster Than the Eye Can See. The lightning-quick mummy makes an Electric Bolts and a Flail attack.
  • Hook and Shock (Costs 2 Actions). The lightning-quick mummy attacks a creature it has grappled with its hook using Electric Bolts, with all three bolts targeting the grappled creature with disadvantage.
  • Spin and Strike. The lightning-quick mummy moves up to its full movement, ignoring difficult terrain and not provoking attacks of opportunity, and makes a Crook attack.
  • Spit Beetle. The lightning-quick mummy spits a beetle from the list below. This is a ranged weapon attack (+10 to hit, range 10/20 ft., one target, Hit: target suffers the effects based on the color of beetle).
Lightning-Quick Mummy Scarabs
d6 Beetle Type Effect
1 White Target is blinded until the end of its next turn.
2 Purple The next spell the target casts within one hour fails, and the target takes 1d6 force damage per level of the spell.
3 Blue Target is unable to cast any spells until the end of its next turn.
4 Black Target is paralyzed until the end of its next turn.
5 Green Target must succeed at a DC 18 Constitution saving throw or suffer 17 (5d6) piercing damage as the scarab burrows into its flesh.
6 Red Target must target its next attack against an ally within five feet. If no ally is within range at that time, target is stunned until the end of its next turn.

ABOUT

Lightning-quick mummies are created by foul sorceries to lure and trap those wishing to disturb the rest of the unliving. They wear ornate funeral masks that depict their creators, but with horrid grins that mock and laugh. Armed with a flail and crook, magical lightning, and filled with dangerous scarabs, the lightning-quick mummies are fearsome foes who know no mercy. In fact, their mocking faces belie that they have any emotions whatsoever.

Section 15: Copyright Notice

Necropolis, © 2021, Necromancer Games; Author Mark Greenberg, Bill Webb

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