Mummy, Tomb Prince (5e Creature)

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Mummy, Tomb Prince[edit]

Medium undead, lawful evil


Armor Class 15 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 25 ft.


STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 11 (+0) 12 (+1) 14 (+2)

Saving Throws Con +6, Wis +4, Cha +5
Skills History +6, Stealth +7
Proficiency Bonus +3
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages the languages it knew in life
Challenge 8 (3,900 XP)


Armor Piercing. When the mummy targets a creature with an AC of 15 or better with a weapon attack, the target creature takes a -2 penalty to its AC.

Marshal Undead. Unless the mummy is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.

ACTIONS

Multiattack. The mummy can use its Dreadful Glare and makes two melee weapon attacks, one with its rotting fist and one with its halberd.

Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Rotting Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 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 remove curse spell or other magic

Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 14 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 (but not mummy lords) for the next 24 hours.

BONUS ACTIONS

Cloak of the Dunes (3/Day). When the mummy makes a Dexterity (Stealth) check, it gains advantage on the check.

REACTIONS

Parry. The mummy adds 3 to its AC against one melee attack that would hit it. To do so, the mummy must see the attacker and be wielding a melee weapon.

Entombed alongside their sovereigns, this regal mummy is reawakened to serve as the enforcer of a mummy lord.

Ancient Princes. The kings of the ancient desert kingdoms tended to have many heirs, probably the result of their harems, but only one could succeed their father to the throne. The others would be trained in melee combat and serve as the commanders of the king's army. Upon their deaths they were entombed beside the great tomb chamber of their sovereign, in an eternal council of war, waiting for the moment of being awakened by the spells of a powerful mummy lord, when they will resume command of their undead legion as the armed right-hand man of the mummy lord.

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