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5e Updates: Monstrous Compendium
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<blockquote data-quote="dave2008" data-source="post: 8380017" data-attributes="member: 83242"><p>Mummy lords (my greater mummy) have their organs removed. The heart specifically is kept in a jar and as long as that is not destroyed the mummy creates a new body within 24 hours. I do like the no-crit idea. I will add that. Yes it should have a lair and lair actions, but I didn't see the need to change the ones that are in the MM.</p><p></p><p>FYI:</p><p><strong>Heart of the Mummy Lord</strong></p><p>[spoiler]</p><p>As part of the ritual that creates a mummy lord, the creature’s heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs.</p><p></p><p>As long as its shriveled heart remains intact, a mummy lord can’t be permanently destroyed. When it drops to 0 hit points, the mummy lord turns to dust and re-forms at full strength 24 hours later, rising out of dust in close proximity to the canopic jar containing its heart. A mummy lord can be destroyed or prevented from re-forming by burning its heart to ashes. For this reason, a mummy lord usually keeps its heart and viscera in a hidden tomb or vault.</p><p></p><p>The mummy lord’s heart has AC 5, 25 hit points, and immunity to all damage except fire.</p><p>[/spoiler]</p><p></p><p><strong>A Mummy Lord's Lair</strong></p><p>[spoiler]</p><p>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.</p><p></p><p>A mummy lord encountered in its lair has a challenge rating of 16 (15,000 XP).</p><p></p><h4>Lair Actions</h4><p>On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can’t use the same effect two rounds in a row.</p><p></p><ul> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.</li> <li data-xf-list-type="ul">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.</li> </ul><h4>Regional Effects</h4><p>A mummy lord’s temple or tomb is warped in any of the following ways by the creature’s dark presence:</p><p></p><ul> <li data-xf-list-type="ul">Food instantly molders and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled — wine turning to vinegar, for instance.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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 <a href="https://www.dndbeyond.com/spells/remove-curse" target="_blank">remove curse</a> spell or other magic.</li> </ul><p>If the mummy lord is destroyed, these regional effects end immediately.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="dave2008, post: 8380017, member: 83242"] Mummy lords (my greater mummy) have their organs removed. The heart specifically is kept in a jar and as long as that is not destroyed the mummy creates a new body within 24 hours. I do like the no-crit idea. I will add that. Yes it should have a lair and lair actions, but I didn't see the need to change the ones that are in the MM. FYI: [B]Heart of the Mummy Lord[/B] [spoiler] As part of the ritual that creates a mummy lord, the creature’s heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs. As long as its shriveled heart remains intact, a mummy lord can’t be permanently destroyed. When it drops to 0 hit points, the mummy lord turns to dust and re-forms at full strength 24 hours later, rising out of dust in close proximity to the canopic jar containing its heart. A mummy lord can be destroyed or prevented from re-forming by burning its heart to ashes. For this reason, a mummy lord usually keeps its heart and viscera in a hidden tomb or vault. The mummy lord’s heart has AC 5, 25 hit points, and immunity to all damage except fire. [/spoiler] [B]A Mummy Lord's Lair[/B] [spoiler] 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). [HEADING=3]Lair Actions[/HEADING] On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can’t use the same effect two rounds in a row. [LIST] [*]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. [/LIST] [HEADING=3]Regional Effects[/HEADING] A mummy lord’s temple or tomb is warped in any of the following ways by the creature’s dark presence: [LIST] [*]Food instantly molders and water instantly evaporates when brought into the lair. Other nonmagical 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 [URL='https://www.dndbeyond.com/spells/remove-curse']remove curse[/URL] spell or other magic. [/LIST] If the mummy lord is destroyed, these regional effects end immediately. [/spoiler] [/QUOTE]
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