Mummy Ashlord: Difference between revisions
m (Update links, Adjust DC of Khopesh T1 action, Summon Scarabs now summons Scarabs (not Insects)) Tags: Mobile edit Mobile web edit Advanced mobile edit Visual edit |
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| colspan="6" |'''Attendants (Recharge 6).''' The Mummy Ashlord summons 1d4 [[Mummy|Mummies]]. | | colspan="6" |'''Attendants (Recharge 6).''' The Mummy Ashlord summons 1d4 [[Mummy|Mummies]]. | ||
'''Sandstorm Aura (Recharge 6).''' The | '''Sandstorm Aura (Recharge 6).''' The Ashlord generates an aura of dust in a 20 ft radius around it. The area is considered heavily obscured, imposing the Concealed condition on creatures in the area. The Mummy Ashlord and other mummies suffer no TD by attacking a creature that is Concealed in the aura. Living creatures that start their turn in the aura must make a DC 16 END check, taking 5 (2d4) sharp damage on a failure. | ||
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! colspan="6" |Reactions | ! colspan="6" |Reactions | ||
Revision as of 21:07, 20 June 2025
Some humanoid cultures undergo lengthy rituals to lay their dead to rest. By removing a corpse’s internal organs, embalming it with salt, and wrapping it completely in linens, a Mummy is created. Most Mummies remain inanimate corpses, but some awaken. Whether a ritual is imposed on the corpse as part of the process of burying it, or a spell cast over the entire crypt where the Mummy sleeps, some Mummies become undead guardians of their tombs. These sentinels will curse any who try to enter their places of rest. Although they make savage fighters, Mummies rarely leave their own tombs and will leave adventurers alone once they retreat.
Mummy Ashlord | |||||
|---|---|---|---|---|---|
| Monster Level: 18 | |||||
| Medium. Undead, Humanoid | |||||
| STR | DEX | END | AWR | INT | CHA |
| 6 | 2 | 6 | 2 | 0 | 6 |
| Ref: 12 | Fort: 16 | Ant: 12 | Log: 10 | Will: 16 | |
| Armor Rating 15 | Immune Psychic | ||||
| Hit Points 160 | Vulnerable Fire 1; DR 5/Fire | ||||
| Speed 30 ft | Senses Darkvision 30 ft | ||||
| Traits Ethereal, Iron Will, Steel Mind | |||||
| Features | |||||
| Dissolution. When the Mummy Ashlord dies, it turns into 1d4 Swarms of Insects. | |||||
| Actions | |||||
The Mummy Ashlord can take FOUR of the following actions, or take the same action four times. | |||||
| Move. The Mummy Ashlord can move up to its speed.
Khopesh. Reach 5 ft, One-Handed Weapon. +6 vs AR. Hit: 9 (1d6+6) sharp. If the creature is holding an item, it must make a DC 16 STR check. On a fail, it drops the item at the Mummy Ashlord’s feet. Withering Touch. Reach 5 ft, Natural Weapon. +6 vs ANT. Hit: 10 (3d6) necrotic. If the Mummy Ashlord is bloodied, it regains HP equal to half the damage it dealt. | |||||
OR the Mummy Ashlord can take TWO of the following actions, or take the same action twice... | |||||
| Move. The Mummy Ashlord can move up to its speed.
Khopesh. Reach 5 ft, One-Handed Weapon. +6 vs AR. Hit: 9 (1d6+6) sharp. If the creature is holding an item, it must make a DC 13 STR check. On a fail, it drops the item at the Mummy Ashlord’s feet. Withering Touch. Reach 5 ft, Natural Weapon. +6 vs ANT. Hit: 10 (3d6) necrotic. If the Mummy Ashlord is bloodied, it regains HP equal to half the damage it dealt. | |||||
...AND take ONE of the following actions. | |||||
| Finger of Accusation (1/Recoup). Ranged 90 ft Natural Weapon. +6 vs WILL. Hit: The creature becomes both Demoralized and Shaken for the next 24 hours. Greater Restoration and similar magic can end this curse early.
Mummy Curse. Reach 5 ft, Natural Weapon. +6 vs ANT. Hit: All other mummies gain the Focused condition against that creature for the next 24 hours, and are supernaturally aware of its location. Greater Restoration and similar magic can end this curse early. Summon Scarabs (Recharge 3). The Mummy Ashlord summons 1d4 Swarms of Scarabs. | |||||
OR the Mummy Ashlord can take ONE of the following actions. | |||||
| Attendants (Recharge 6). The Mummy Ashlord summons 1d4 Mummies.
Sandstorm Aura (Recharge 6). The Ashlord generates an aura of dust in a 20 ft radius around it. The area is considered heavily obscured, imposing the Concealed condition on creatures in the area. The Mummy Ashlord and other mummies suffer no TD by attacking a creature that is Concealed in the aura. Living creatures that start their turn in the aura must make a DC 16 END check, taking 5 (2d4) sharp damage on a failure. | |||||
| Reactions | |||||
| Exploit (1/Round). The Mummy Ashlord can Exploit.
Terrify (1/Turn). When a creature moves into 10 ft reach of the Mummy Ashlord, the Mummy Ashlord can make the following attack reactively. +6 vs WILL. Hit: The creature is Broken until the end of its current turn. Once this misses a creature, it is immune to the Mummy Ashlord’s Terrify attack for 24 hours. | |||||