SRD5:Mummy Lord: Difference between revisions
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<div class="bctop">{{backto|{{ | <div class="bctop">{{backto|{{5ep|Mummy}}}}</div> | ||
<div class="notice"></div> | <div class="notice"></div> | ||
<div class="badge">{{ | <div class="badge">{{5eogl}}</div> | ||
<div class="gi-main"> | <div class="gi-main"> | ||
{{tocright}} | |||
{{5e Monster | {{5e Monster | ||
|name=Mummy Lord < | |name=Mummy Lord | ||
|size=Medium | |sorttext= | ||
|type=Undead | |refs=<ref name="srd5">{{Cite Pub|SRD-OGL v5.1}} Licensed: [[OGL]].</ref> <ref name="mm5.227229">also published in — {{Cite Pub|Monster Manual (5e)|pages=227-229}}</ref> <ref name="hab">Habitat — Not part of the [[SRD5]].</ref> | ||
<ref name="dmg5hab">habitat - {{pub|Dungeon Master's Guide (5e)}} p.302-305</ref> | |||
|size=Medium | |||
|type=Undead | |||
|swarm= <!--If swarm, size of individual creature in swarm--> | |swarm= <!--If swarm, size of individual creature in swarm--> | ||
|subtype=Mummy | |subtype=Mummy | ||
|align=Lawful Evil | |align=Lawful Evil | ||
|ac=17 | |ac=17 | ||
|acfluff=natural armor | |acfluff=natural armor | ||
|hp=97 | |hp=97 | ||
|hd=13d8+39 | |hd=13d8+39 | ||
|speed=20 ft. | |speed=20 ft. | ||
|str=18 | |str=18 | ||
|dex=10 | |dex=10 | ||
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|conditionimmunity={{srd5lc|Charmed}}, {{srd5lc|Exhaustion}}, {{srd5lc|Frightened}}, {{srd5lc|Paralyzed}}, {{srd5lc|Poisoned}} | |conditionimmunity={{srd5lc|Charmed}}, {{srd5lc|Exhaustion}}, {{srd5lc|Frightened}}, {{srd5lc|Paralyzed}}, {{srd5lc|Poisoned}} | ||
|senses={{srd5lc|Darkvision}} 60 ft. | |senses={{srd5lc|Darkvision}} 60 ft. | ||
|perception=14 <!--Passive | |perception=14 <!--Passive--> | ||
|languages=the languages it knew in life | |languages=the languages it knew in life | ||
|cr=15 <!--Challenge Rating--> | |cr=15 <!--Challenge Rating--> | ||
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|haslair=true<!--blank, true is has lair--> | |haslair=true<!--blank, true is has lair--> | ||
}} | |||
'''Unofficial Description:''' Powerful {{5ep|Mummy|mummies}} that are often spellcasters. | |||
'''Unofficial Description:''' A mummy | |||
{{5e Lair | |||
|monster=Mummy Lord | |||
|type=Undead | |||
|refs=<ref name="mm5.227229" /> | |||
|lairdesc=A mummy lord watches over an ancient temple or tomb | |||
that is protected by lesser undead and rigged with | |||
traps. Hidden in this temple is the sarcophagus where a | |||
mummy lord keeps its greatest treasures. | |||
A mummy lord encountered in its lair has a challenge | |||
rating of 16 (15,000 XP).[[Category:5e CR 16 Monsters]] | |||
|lairaction1=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. | |||
|lairaction2=Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round. | |||
|lairaction3=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 DC 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. | |||
|lairaction4= | |||
|lairaction5= | |||
|regiondesc=A mummy lord's temple or tomb is warped in any of the | |||
following ways by the creature's dark presence: | |||
|regional1=Food instantly molders and water instantly evaporates when brought into the lair. Other non magical drinks are spoiled- wine turning to vinegar, for instance. | |||
|regional2=Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times,·that chance increases by 25 percent. | |||
|regional3=A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magi~. | |||
|regional4= | |||
|regional5= | |||
|ondeath=If the mummy lord is destroyed, these regional effects end immediately. | |||
}} | |||
{{otherlore|Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. A mummy lord resembles its lesser fellows, but often wears or carries equipment it used in life. | |||
Mummy lords are often potent spellcasters. They are found as guardians of the tombs of high lords, priests, and mages. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature. A mummy lord of this sort is usually imprisoned in a tomb that is never meant to be opened again.|{{SRD3ref}}|3.5e}} | |||
</div><!--gi-main--> | </div><!--gi-main--> | ||
<div class="source"> | <div class="source"> | ||
==Sources and Notes== | ==Sources and Notes== | ||
<references /> | <references /> | ||
{{ | {{5e Footer|Mummy|OGL}} | ||
</div><!--source--> | </div><!--source--> | ||
</div><!--grid-container-std--> | </div><!--grid-container-std--> | ||
[[Category:5e Canon Monsters]] | |||
[[Category:SRD5 Monsters]] | [[Category:SRD5 Monsters]] | ||
{{ | [[Category:OGL]] | ||
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Revision as of 09:47, 13 February 2024
Mummy Lord [1] [2] [3] | ||||||||||||
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Medium Undead (Mummies), Lawful Evil | ||||||||||||
Armor Class: 17 (natural armor) | ||||||||||||
Hit Points: 97 (13d8+39) | ||||||||||||
Speed: 20 ft. | ||||||||||||
| ||||||||||||
Saving Throws: Con +8, Int +5, Wis +9, Cha +8 | ||||||||||||
Skills: History +5, Religion +5 | ||||||||||||
Damage Vulnerability: fire | ||||||||||||
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks. | ||||||||||||
Damage Immunity: necrotic, poison | ||||||||||||
Condition Immune: charmed, exhaustion, frightened, paralyzed, poisoned | ||||||||||||
Senses: darkvision 60 ft., passive perception 14 | ||||||||||||
Languages: the languages it knew in life | ||||||||||||
Challenge: 15 (13,000 xp)Proficiency Bonus (PB): +5 | ||||||||||||
FeaturesMagic Resistance. The mummy lord has advantage on saving throws against spells and other magical effects.
ActionsMultiattack. The mummy can uses its Dreadful Glare and makes one attack with its rotting fist. Legendary ActionsThe undead 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 undead regains spent legendary actions at the start of its turn. |
Unofficial Description: Powerful mummies that are often spellcasters.
Mummy Lord's Lair
[2] A mummy lord watches over an ancient temple or tomb that is protected by lesser undead and rigged with traps. Hidden in this temple is the sarcophagus where a mummy lord keeps its greatest treasures. A mummy lord encountered in its lair has a challenge rating of 16 (15,000 XP).
Lair Actions
[2] When fighting inside its lair, an mummy lord can use lair actions. On initiative count 20 (losing initiative ties), the undead takes a lair action to cause one of the following effects; the undead 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 DC 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.
Regional Effects
[2] A mummy lord's temple or tomb is warped in any of the following ways by the creature's dark presence:
- Food instantly molders and water instantly evaporates when brought into the lair. Other non magical drinks are spoiled- wine turning to vinegar, for instance.
- Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times,·that chance increases by 25 percent.
- A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magi~.
If the mummy lord is destroyed, these regional effects end immediately.
Mummy lords are often potent spellcasters. They are found as guardians of the tombs of high lords, priests, and mages. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature. A mummy lord of this sort is usually imprisoned in a tomb that is never meant to be opened again.
Sources and Notes
- Wizards RPG Team. SRD-OGL v5.1 (5e 2014) (2015.05.06). Wizards of the Coast. Licensed: OGL. ↑
- also published in — Christopher Perkins, et. al.. Monster Manual (5e) (5e 2014) (2014-09-30). Wizards of the Coast. p. 227-229. ↑ 2.0 2.1
- Habitat — Not part of the SRD5. ↑
- habitat - Dungeon Master's Guide (5e) p.302-305 ↑
- Wizards RPG Team. SRD v3.5 (3.5e) (2003). Wizards of the Coast. Licensed: OGL. ↑
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