Mummy of Khemit

Family: Mummies

Medium undead, chaotic evil

Armor Class 15 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 20 ft.

17 (+3) 30 (+0) 06 (+3) 3 (-1) 14 (+2) 24 (+2)

Saving Throws Con +6, Wis +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 12
Languages the languages it knew in life
Challenge 5 (1,800 XP)


  • Desperate Glare. Each creature other than an undead or construct within 30 feet of the mummy of Khemit that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for one minute. If the save fails by 5 or more, the target also suffers one level of exhaustion from sheer terror. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this mummy of Khemit’s Desperate Glare for the next 24 hours.


  • Rotting Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must make a DC 15 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.


  • Magic Absorption. The mummy of Khemit can use its reaction to absorb magical energy when it is hit by a spell attack that deals damage to it. When it does so, the damage it takes from the attack is reduced by 2d10. If the mummy of Khemit reduces the damage to 0, it can absorb the energy and make a spell attack with a +3 to hit using the spell or effect it just absorbed as part of the same reaction. The mummy of Khemit can’t use this reaction to absorb magical energy if it is immune to that damage type.


The mummy of Khemit is a preserved corpse animated through the use of sinister and dark magic to further the ends of the caster and “creator.” They are often found guarding tombs and burial vaults, destroying all that trespass within. A mummy of Khemit appears as a rotting, desiccated corpse wrapped in bandages. It moves slowly, though this by no means should infer that it is a weak creature at all. In fact, these creatures are feared for their dark and evil powers that can slay a living creature and return it to life as a mummy-zombie, a horrible creature that serves the dark gods themselves. Mummies of Khemit are attracted to the smell of burning tanna leaves. They can detect such fires at a range of one-half mile per leaf burned. If brought within five feet of such a fire, the mummy heals 1d4 points of damage per leaf burned.

Section 15: Copyright Notice

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

This is not the complete section 15 entry - see the full license for this page