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Balancing Mummy Lord fight with CR
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<blockquote data-quote="Quickleaf" data-source="post: 8274625" data-attributes="member: 20323"><p><strong>FIRE</strong></p><p>Environmentally, you could have natron salts or sand or even baking soda pouring into the room (possibly as a Lair Action) which douse any ongoing fires, including things like <em>flaming sphere </em>or<em> wall of fire. </em>This is an environmental solution that suggests certain things about the scene.</p><p></p><p>There might be a curse that's activated upon entering the chamber or upon dealing fire damage: If you deal fire damage to Mummy Lord, the Mummy Rot curse accelerates, such that anyone afflicted by it suffers the effects faster each round (i.e. 24 hours > 24 minutes > 24 rounds > 2.4 seconds or every round > every turn). This is a "yes, but" solution, "yes you can use fire, but there is a consequence each time you do."</p><p></p><p>Also remember that against a party packing lots of fire magic, the <a href="https://www.dndbeyond.com/monsters/mummy-lord" target="_blank">mummy lord</a> should make frequent use of its third lair action forcing a CON save from anyone casting a spell of 4th level or lower, or the spell gets canceled and they take some damage. You could take that a step further and add "...unless they bearer has the holy symbol of so-and-so, spellcasters casting spells dealing fire or radiant damage suffer disadvantage on this CON save." This is solution tying the story of your mummy & dungeon in, and making it relevant to the players who are invested and paying attention.</p><p></p><p><strong>MINIONS</strong></p><p>For minions – or as inspiration for your Mummy Lord – in my Khemti home game I have a certain variety of mummy known as the “favored of <god name>” which have maximum hit points (90), the Spell Reflection trait (narratively these are protective runes written on their funerary wrappings), and usually some kind of magical item. These “favored” mummies typically have CR 4 (1,100 XP). Alternately, you could just adopt the Spell Reflection runes on the wrappings for your mummy lord.</p><p></p><p>I just used a necrophidius (bone snake construct with hypnotizing powers) in a recent game, that I converted from AD&D. You might find a use for it...</p><p></p><p><strong>Necrophidius</strong></p><p><em>Large construct, neutral</em></p><p><strong>Armor Class </strong>13</p><p><strong>Hit Points </strong>44 (8d10)</p><p><strong>Speed </strong>40 ft.</p><p><strong>STR DEX CON INT WIS CHA</strong></p><p><strong> </strong>12 (+1) 16 (+3) 11 (+0) 7 (-2) 12 (+1) 5 (-3)</p><p><strong>Skills </strong>Perception +5, Stealth +7</p><p><strong>Damage Immunities </strong>necrotic, poison; piercing and slashing from nonmagical attacks that aren’t adamantine</p><p><strong>Condition Immunities</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</p><p><strong>Senses </strong>darkvision 60 ft., passive Perception 15</p><p><strong>Languages </strong>understands the languages of its creator but can't speak</p><p><strong>Challenge </strong>3 (700 XP)</p><p></p><p><strong><em>Magic Resistance. </em></strong>The necrophidius has advantage on saving throws against spells and other magical effects.</p><p></p><p><strong><em>Magic Weapons. </em></strong>The necrophidius’ weapon attacks are magical.</p><p></p><p><strong><em>Singular Purpose. </em></strong>The necrophidius is given a single purpose by its creator, such as guarding a treasure or assassinating a target. When its task is done or cannot be completed, the magical animating the necrophidius ends and it crumbles to dust.</p><p></p><p><strong>ACTIONS</strong></p><p><strong></strong></p><p><strong><em>Paralyzing Bite. </em></strong><em>Melee Weapon Attack: </em>+5 to hit, reach 10 ft., one target. <em>Hit: </em>10 (2d6+3) piercing damage and the target must succeed a DC 11 Wisdom save or be magically paralyzed for 1 minute. At the end of each of the target’s turns, it may repeat the save to end the paralysis early.</p><p></p><p><strong><em>Dance of Death. </em></strong>The necrophidius rises up on its tail and sways back and forth. Each creature within 30 feet that can see the necrophidius must succeed a DC 11 Wisdom save or be incapacitated, its speed drops to 0, and it cannot look away from the necrophidius. The creature remains transfixed until the dance stops or the necrophidius is killed. A creature that takes damage while under the influence of this power may make another saving throw to break free.</p><p></p><p></p><p></p><p>The way you describe her, I'm wondering if the players' intent/objective will be to stomp the mummy lord to the curb... or try to redeem her. Because if it's the latter (or it becomes the latter during the course of the combat), then you don't need a super challenging battle, and instead what you need are some countermeasures / ways they can restore the mummy lord's mind, so it becomes a question of "how do we <em>not </em>kill her, but stay alive long enough to <em>save</em> her?"</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8274625, member: 20323"] [B]FIRE[/B] Environmentally, you could have natron salts or sand or even baking soda pouring into the room (possibly as a Lair Action) which douse any ongoing fires, including things like [I]flaming sphere [/I]or[I] wall of fire. [/I]This is an environmental solution that suggests certain things about the scene. There might be a curse that's activated upon entering the chamber or upon dealing fire damage: If you deal fire damage to Mummy Lord, the Mummy Rot curse accelerates, such that anyone afflicted by it suffers the effects faster each round (i.e. 24 hours > 24 minutes > 24 rounds > 2.4 seconds or every round > every turn). This is a "yes, but" solution, "yes you can use fire, but there is a consequence each time you do." Also remember that against a party packing lots of fire magic, the [URL='https://www.dndbeyond.com/monsters/mummy-lord']mummy lord[/URL] should make frequent use of its third lair action forcing a CON save from anyone casting a spell of 4th level or lower, or the spell gets canceled and they take some damage. You could take that a step further and add "...unless they bearer has the holy symbol of so-and-so, spellcasters casting spells dealing fire or radiant damage suffer disadvantage on this CON save." This is solution tying the story of your mummy & dungeon in, and making it relevant to the players who are invested and paying attention. [B]MINIONS[/B] For minions – or as inspiration for your Mummy Lord – in my Khemti home game I have a certain variety of mummy known as the “favored of <god name>” which have maximum hit points (90), the Spell Reflection trait (narratively these are protective runes written on their funerary wrappings), and usually some kind of magical item. These “favored” mummies typically have CR 4 (1,100 XP). Alternately, you could just adopt the Spell Reflection runes on the wrappings for your mummy lord. I just used a necrophidius (bone snake construct with hypnotizing powers) in a recent game, that I converted from AD&D. You might find a use for it... [B]Necrophidius[/B] [I]Large construct, neutral[/I] [B]Armor Class [/B]13 [B]Hit Points [/B]44 (8d10) [B]Speed [/B]40 ft. [B]STR DEX CON INT WIS CHA [/B]12 (+1) 16 (+3) 11 (+0) 7 (-2) 12 (+1) 5 (-3) [B]Skills [/B]Perception +5, Stealth +7 [B]Damage Immunities [/B]necrotic, poison; piercing and slashing from nonmagical attacks that aren’t adamantine [B]Condition Immunities[/B] charmed, exhaustion, frightened, paralyzed, petrified, poisoned [B]Senses [/B]darkvision 60 ft., passive Perception 15 [B]Languages [/B]understands the languages of its creator but can't speak [B]Challenge [/B]3 (700 XP) [B][I]Magic Resistance. [/I][/B]The necrophidius has advantage on saving throws against spells and other magical effects. [B][I]Magic Weapons. [/I][/B]The necrophidius’ weapon attacks are magical. [B][I]Singular Purpose. [/I][/B]The necrophidius is given a single purpose by its creator, such as guarding a treasure or assassinating a target. When its task is done or cannot be completed, the magical animating the necrophidius ends and it crumbles to dust. [B]ACTIONS [I]Paralyzing Bite. [/I][/B][I]Melee Weapon Attack: [/I]+5 to hit, reach 10 ft., one target. [I]Hit: [/I]10 (2d6+3) piercing damage and the target must succeed a DC 11 Wisdom save or be magically paralyzed for 1 minute. At the end of each of the target’s turns, it may repeat the save to end the paralysis early. [B][I]Dance of Death. [/I][/B]The necrophidius rises up on its tail and sways back and forth. Each creature within 30 feet that can see the necrophidius must succeed a DC 11 Wisdom save or be incapacitated, its speed drops to 0, and it cannot look away from the necrophidius. The creature remains transfixed until the dance stops or the necrophidius is killed. A creature that takes damage while under the influence of this power may make another saving throw to break free. The way you describe her, I'm wondering if the players' intent/objective will be to stomp the mummy lord to the curb... or try to redeem her. Because if it's the latter (or it becomes the latter during the course of the combat), then you don't need a super challenging battle, and instead what you need are some countermeasures / ways they can restore the mummy lord's mind, so it becomes a question of "how do we [I]not [/I]kill her, but stay alive long enough to [I]save[/I] her?" [/QUOTE]
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