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<blockquote data-quote="dave2008" data-source="post: 8111960" data-attributes="member: 83242"><p>[ATTACH=full]142525[/ATTACH]</p><p><a href="https://www.deviantart.com/patmos/art/Mummy-Final-414869498" target="_blank">Mummy Final</a> by Patmos</p><p></p><p><strong><span style="font-size: 22px">Mummy, Greater</span></strong></p><p><em>Medium undead, lawful evil</em></p><p><img src="https://www.enworld.org/attachments/1599771485172-png.126033/" alt="1599771485172.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Armor Class </strong>17 (Natural Armor)</p><p><strong>Hit Points</strong> 153 (18d8 + 72)</p><p><strong>Speed </strong>20 ft.</p><p><img src="https://www.enworld.org/attachments/1599771486387-png.126034/" alt="1599771486387.png" class="fr-fic fr-dii fr-draggable " style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>18 (+4)</td><td>10 (+0)</td><td>18 (+4)</td><td>12 (+1)</td><td>18 (+4)</td><td>16 (+3)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599771488291-png.126035/" alt="1599771488291.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Saving Throws</strong> Con +9, Int +9, Wis +9, Cha +8</p><p><strong>Skills </strong>Arcana +6, History +6, Intimidation +8, Religion +6</p><p><strong>Damage Resistances</strong> Cold</p><p><strong>Damage Immunities </strong>Necrotic, Poison</p><p><strong>Condition Immunities</strong> Charmed, Exhaustion, Frightened, Paralyzed, Poisoned</p><p><strong>Senses</strong> Darkvision 90 ft., Passive Perception 14</p><p><strong>Languages </strong>The languages it knew in life</p><p><strong>Challenge </strong>14 (11,500 XP) <strong>Proficiency Bonus</strong> +5</p><p><img src="https://www.enworld.org/attachments/1599771489448-png.126036/" alt="1599771489448.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><em><strong>Limited Magic Immunity.</strong></em> The mummy is immune to cantrips and it has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against ithas disadvantage on the attack roll.</p><p></p><p><strong><em>Necrotic Weapons.</em></strong> The greater mummies weapon attacks are magical and deal an extra 14 (4d6) necrotic damage on a hit. Additionally, the greater mummy wields a magic +1 kopesh. When the mummy lord is destroyed the kopesh crumbles into sand and is reformed with the mummy's body (see rejuvenation).</p><p></p><p><strong><em>Negative Energy Aura. </em></strong>The greater mummy is surround by an aura of negative energy. The mummy can sense the ka of living creatures in the aura, gaining knowledge of their health: their current hit points, any conditions they are suffering, etc. Additionally, any living creature within 60 feet of the mummy can't regain hit points.</p><p></p><p><strong><em>Regeneration. </em></strong>The greater mummy regains 15 hit points at the start of each of its turns. If it is sprinkled with holy water or takes fire damage when it reaches 0 hit points, this trait doesn’t function at the start of its next turn and it is destroyed (see rejuvenation).</p><p></p><p><em><strong>Rejuvenation.</strong></em> A destroyed greater mummy gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy's heart.</p><p></p><p><strong><em>Undead Fortitude. </em></strong>A greater mummy does not take extra damage from critical hits.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><em><strong>Multiattack.</strong></em> The mummy can use its Dreadful Glare and makes two melee attacks.</p><p></p><p><em><strong>Rotting Fist.</strong> Melee Weapon Attack:</em> +9 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d4 + 4) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 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 <em>remove curse spell</em> or other magic.</p><p></p><p>If a Large or smaller creature is hit by two rotting firsts on the same turn, it is also grappled.</p><p></p><p><strong><em>Kopesh.</em></strong> <em>Melee Weapon Attack:</em> +10 to hit, reach 5 ft., one target. <em>Hit:</em> 8 (1d8 + 5) slashing damage plus 14 (4d6) necrotic damage.</p><p></p><p><em><strong>Dreadful Glare.</strong></em> The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and the greater mummy for the next 24 hours.</p><p></p><p><strong><em>Burial Magic (1/Short Rest each). </em></strong>The greater mummy creates one of the following magical effects. </p><ul> <li data-xf-list-type="ul">Animate Dead. The greater mummy selects up to 4 dead humanoids within 120 feet of it. The targets rise as zombies. The zombies act on their own initiative, are allies with the greater mummy and listen to its commands.</li> <li data-xf-list-type="ul"><em>Desert Petrification. </em>The greater mummy selects one creature it can see within 120 feet of it. The creature must succeed on a DC 16 Constitution saving throw. On a failed save, the creature begins to turn to sand and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature turns into a sandstone statue until freed by the <em>greater restoration</em> spell or other magic.</li> <li data-xf-list-type="ul"><em>Plague Swarm.</em> The greater mummy selects a point it can see within 120 feet of it and conjures a 20-foot-radius sphere of biting insects. The swarm spreads around corners, and its area is heavily obscured. The swarm lingers in the air until it dissipates at the start of the mummy's next turn.<br /> Each creature within the swarm at the start of its turn must make a DC 16 Constitution saving throw. On a failure, the creature takes 22 (4d10) poison damage and cannot take bonus actions or reactions and has disadvantage on its attacks, checks, and saving throws until the end of the mummies next turn. On a success, the creature takes half as much damage.</li> </ul><p><strong><em>Sandstorm Breath (Recharge 5-6). </em></strong>The greater mummy exhales a 60-foot cone of sand. Each creature in the cone must make a DC 16 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much on a success.</p><p></p><p><strong><em>Sandy Teleport.</em></strong> If the mummy is standing on sand or sandstone it can teleport up to 60 feet to an unoccupied area it can see. The location it teleports to must also be made sand or sandstone.</p><p></p><p><strong><u>REACTIONS</u></strong></p><p><em><strong>Bandage Parry.</strong></em> The mummy adds 5 to its AC against one ranged attack that would hit it. To do so, the mummy must see the attacker.</p><p></p><p><strong><em>Rotting Grasp. </em></strong>A creature that ends its turn grappled by the greater mummy takes 14 (4d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until removed by a greater restoration spell, similar powerful magic, or the target ingests the desiccated blood of a greater mummies heart. The target dies if this effect reduces its hit point maximum to 0, crumbling into a pile of sand.</p><p></p><p><u><strong>LEGENDARY ACTIONS</strong></u></p><p>The mummy can take 3 legendary actions, choosing from the options below. It can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. The mummy regains spent legendary actions at the start of its turn</p><p></p><p><strong>Blinding Dust.</strong> Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.</p><p><strong>Glare.</strong> The mummy uses its Dreadful Glare.</p><p><strong>Blasphemous Word (Costs 2 Actions).</strong> The mummy lord utters a blasphemous word. One living creature that the greater mummy can see within 60 feet of it, that can hear the magical utterance, and has less than 75 hit points is stunned until the end of the greater mummy's next turn.</p><p><strong>Teleport (Cost 2 Actions).</strong> The greater mummy uses its teleport action.</p><p><strong>Multiattack (Costs 3 Actions).</strong> The greater mummy makes two melee attacks.</p><p><strong>Desert Magic (Cost 3 Actions). </strong>The greater mummy recharges its Desert Petrification, if needed, and uses this magic.</p><p></p><p><span style="font-size: 22px">A</span> <span style="font-size: 22px">G</span><span style="font-size: 18px">REATER </span><span style="font-size: 22px">M</span><span style="font-size: 18px">UMMY'S </span><span style="font-size: 22px">L</span><span style="font-size: 18px">AIR</span></p><p>The greater mummy has the same lair, lair actions, and regional effects of a Mummy Lord.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8111960, member: 83242"] [ATTACH type="full" alt="1629558636810.png"]142525[/ATTACH] [URL='https://www.deviantart.com/patmos/art/Mummy-Final-414869498']Mummy Final[/URL] by Patmos [B][SIZE=6]Mummy, Greater[/SIZE][/B] [I]Medium undead, lawful evil[/I] [IMG alt="1599771485172.png"]https://www.enworld.org/attachments/1599771485172-png.126033/[/IMG] [B]Armor Class [/B]17 (Natural Armor) [B]Hit Points[/B] 153 (18d8 + 72) [B]Speed [/B]20 ft. [IMG alt="1599771486387.png"]https://www.enworld.org/attachments/1599771486387-png.126034/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]18 (+4)[/TD] [TD]10 (+0)[/TD] [TD]18 (+4)[/TD] [TD]12 (+1)[/TD] [TD]18 (+4)[/TD] [TD]16 (+3)[/TD] [/TR] [/TABLE] [IMG alt="1599771488291.png"]https://www.enworld.org/attachments/1599771488291-png.126035/[/IMG] [B]Saving Throws[/B] Con +9, Int +9, Wis +9, Cha +8 [B]Skills [/B]Arcana +6, History +6, Intimidation +8, Religion +6 [B]Damage Resistances[/B] Cold [B]Damage Immunities [/B]Necrotic, Poison [B]Condition Immunities[/B] Charmed, Exhaustion, Frightened, Paralyzed, Poisoned [B]Senses[/B] Darkvision 90 ft., Passive Perception 14 [B]Languages [/B]The languages it knew in life [B]Challenge [/B]14 (11,500 XP) [B]Proficiency Bonus[/B] +5 [IMG alt="1599771489448.png"]https://www.enworld.org/attachments/1599771489448-png.126036/[/IMG] [I][B]Limited Magic Immunity.[/B][/I] The mummy is immune to cantrips and it has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against ithas disadvantage on the attack roll. [B][I]Necrotic Weapons.[/I][/B] The greater mummies weapon attacks are magical and deal an extra 14 (4d6) necrotic damage on a hit. Additionally, the greater mummy wields a magic +1 kopesh. When the mummy lord is destroyed the kopesh crumbles into sand and is reformed with the mummy's body (see rejuvenation). [B][I]Negative Energy Aura. [/I][/B]The greater mummy is surround by an aura of negative energy. The mummy can sense the ka of living creatures in the aura, gaining knowledge of their health: their current hit points, any conditions they are suffering, etc. Additionally, any living creature within 60 feet of the mummy can't regain hit points. [B][I]Regeneration. [/I][/B]The greater mummy regains 15 hit points at the start of each of its turns. If it is sprinkled with holy water or takes fire damage when it reaches 0 hit points, this trait doesn’t function at the start of its next turn and it is destroyed (see rejuvenation). [I][B]Rejuvenation.[/B][/I] A destroyed greater mummy gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy's heart. [B][I]Undead Fortitude. [/I][/B]A greater mummy does not take extra damage from critical hits. [B][U]ACTIONS[/U][/B] [I][B]Multiattack.[/B][/I] The mummy can use its Dreadful Glare and makes two melee attacks. [I][B]Rotting Fist.[/B] Melee Weapon Attack:[/I] +9 to hit, reach 5 ft., one target. [I]Hit:[/I] 6 (1d4 + 4) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 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 [I]remove curse spell[/I] or other magic. If a Large or smaller creature is hit by two rotting firsts on the same turn, it is also grappled. [B][I]Kopesh.[/I][/B] [I]Melee Weapon Attack:[/I] +10 to hit, reach 5 ft., one target. [I]Hit:[/I] 8 (1d8 + 5) slashing damage plus 14 (4d6) necrotic damage. [I][B]Dreadful Glare.[/B][/I] The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and the greater mummy for the next 24 hours. [B][I]Burial Magic (1/Short Rest each). [/I][/B]The greater mummy creates one of the following magical effects. [LIST] [*]Animate Dead. The greater mummy selects up to 4 dead humanoids within 120 feet of it. The targets rise as zombies. The zombies act on their own initiative, are allies with the greater mummy and listen to its commands. [*][I]Desert Petrification. [/I]The greater mummy selects one creature it can see within 120 feet of it. The creature must succeed on a DC 16 Constitution saving throw. On a failed save, the creature begins to turn to sand and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature turns into a sandstone statue until freed by the [I]greater restoration[/I] spell or other magic. [*][I]Plague Swarm.[/I] The greater mummy selects a point it can see within 120 feet of it and conjures a 20-foot-radius sphere of biting insects. The swarm spreads around corners, and its area is heavily obscured. The swarm lingers in the air until it dissipates at the start of the mummy's next turn. Each creature within the swarm at the start of its turn must make a DC 16 Constitution saving throw. On a failure, the creature takes 22 (4d10) poison damage and cannot take bonus actions or reactions and has disadvantage on its attacks, checks, and saving throws until the end of the mummies next turn. On a success, the creature takes half as much damage. [/LIST] [B][I]Sandstorm Breath (Recharge 5-6). [/I][/B]The greater mummy exhales a 60-foot cone of sand. Each creature in the cone must make a DC 16 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much on a success. [B][I]Sandy Teleport.[/I][/B] If the mummy is standing on sand or sandstone it can teleport up to 60 feet to an unoccupied area it can see. The location it teleports to must also be made sand or sandstone. [B][U]REACTIONS[/U][/B] [I][B]Bandage Parry.[/B][/I] The mummy adds 5 to its AC against one ranged attack that would hit it. To do so, the mummy must see the attacker. [B][I]Rotting Grasp. [/I][/B]A creature that ends its turn grappled by the greater mummy takes 14 (4d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until removed by a greater restoration spell, similar powerful magic, or the target ingests the desiccated blood of a greater mummies heart.[COLOR=#b8312f] [/COLOR]The target dies if this effect reduces its hit point maximum to 0, crumbling into a pile of sand. [U][B]LEGENDARY ACTIONS[/B][/U] The mummy can take 3 legendary actions, choosing from the options below. It can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. The mummy regains spent legendary actions at the start of its turn [B]Blinding Dust.[/B] Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn. [B]Glare.[/B] The mummy uses its Dreadful Glare. [B]Blasphemous Word (Costs 2 Actions).[/B] The mummy lord utters a blasphemous word. One living creature that the greater mummy can see within 60 feet of it, that can hear the magical utterance, and has less than 75 hit points is stunned until the end of the greater mummy's next turn. [B]Teleport (Cost 2 Actions).[/B] The greater mummy uses its teleport action. [B]Multiattack (Costs 3 Actions).[/B] The greater mummy makes two melee attacks. [B]Desert Magic (Cost 3 Actions). [/B]The greater mummy recharges its Desert Petrification, if needed, and uses this magic. [SIZE=6]A[/SIZE] [SIZE=6]G[/SIZE][SIZE=5]REATER [/SIZE][SIZE=6]M[/SIZE][SIZE=5]UMMY'S [/SIZE][SIZE=6]L[/SIZE][SIZE=5]AIR[/SIZE] The greater mummy has the same lair, lair actions, and regional effects of a Mummy Lord. [/QUOTE]
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