Mummy Lord

Family: Mummies

Medium undead, lawful evil

Armor Class 17 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 20 ft.

18 (+4) 10 (+0) 17 (+3) 11 (+0) 18 (+4) 16 (+3)

Saving Throws Con +8, Int +5, Wis +9, Cha +8
Skills History +5, Religion +5
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 14
Languages the languages it knew in life
Challenge 15 (13,000 XP)

Special Traits

  • 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.
  • Spellcasting: The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:
    • Cantrips (at will): sacred flame, thaumaturgy
    • 1st level (4 slots): command, guiding bolt, shield of faith
    • 2nd level (3 slots): hold person, silence, spiritual weapon
    • 3rd level (3 slots): animate dead, dispel magic 4th level (3 slots): divination, guardian of faith 5th level (2 slots): contagion, insect plague
    • 6th level (1 slot): harm


  • Multiattack: The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
  • Rotting Fist: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 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, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
  • 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

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.

  • 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.

3pp Variant Mummy Rot

Source FGG:CoB

Mummy rot first causes desiccation and then a slow decomposition.

Vision goes early on as the body loses fluids, followed by ever-increasing weakness. Death comes late, well after the victim is completely incapacitated from weakness. When a humanoid is exposed to the disease, either by magical means or through inhaling the dust of a former victim, the creature must make a Constitution saving throw. The DC for the saving throw depends on the power of the curse for magical contagion, and is 14 for breathing grave dust.

Mummy rot typically manifests immediately with a strong level of thirst. The victim must drink at least one gallon of water within a minute of contracting mummy rot or gain one level of exhaustion.

Every 24 hours thereafter, the victim must make a DC 17 Constitution saving throw. Each failure adds one symptom from the table below until death occurs. Two consecutive passes halts the disease but does not remove existing symptoms.

Remove Curse destroys the disease and heals all damage. A single casting of lesser restoration removes the most recent symptom still present.

Symptoms in order of appearance based on number of failed saving throws:

0 Thirst – double water consumption or gain one level of exhaustion
1 Gain one level exhaustion and lose 1d4 points of Charisma*
2 Vision reduced by 30 ft.
3 Gain one level exhaustion and lose 1d4 points of Charisma*
4 Blind
5 Gain one level exhaustion and lose 1d4 points of Charisma*
6 Gain one level exhaustion and Charisma is now 1
7 Lose 2d6 each of Constitution, Dexterity, and Strength*
8 Constitution, Dexterity, and Strength are now 1
9+ Lose 1 hp for each failed save until death *Charisma does not drop below 1. If Constitution, Dexterity, or Strength drop to 0, the victim is dead.


Dirty linen strips swathe this emaciated, once-noble figure from head to toe. Its eyes burn with unholy light.

Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene

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