Mummy Ashlord

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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 Vulnerable Fire 1; DR 5/Fire
Hit Points 60 Immune Psychic
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 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.

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. The Mummy Ashlord can make a Khopesh attack. Withering Touch. The Mummy Ashlord can make a Withering Touch attack.

...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 Insects.

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 Mummy Ashlord generates an aura of dust in a 20 ft radius around it. The area is considered heavily obscured, but this imposes no disadvantage on the Mummy Ashlord or on other mummies. Living creatures that start their turn in the aura must make a DC 16 END check, taking 5 (2d4) sharp damage on a fail.

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.