Skip to main content

← Back to Monster List

Mummies

Mummies

Mummy

  • Size: Medium or Small
  • Type: Undead
  • Alignment: Lawful Evil
  • AC: 11
  • Initiative: -1 (9)
  • HP: 58 (9d8+18)
  • Speed: 20 ft.
ATTRVALMODSAVE
STR16+3+3
DEX8-1-1
CON15+2+2
INT6-2-2
WIS12+1+3
CHA12+1+1
  • Vulnerabilities: Fire
  • Immunities: Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses: Darkvision 60 ft.; Passive Perception 11
  • Languages: Common plus two other languages
  • CR: 3 (XP 700; PB +2)

Actions

Multiattack. The mummy makes two Rotting Fist attacks and uses Dreadful Glare.

Rotting Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10+3) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't regain Hit Points, its Hit Point maximum doesn't return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack.

Dreadful Glare. Wisdom Saving Throw: DC 11, one creature the mummy can see within 60 feet. Failure: The target has the Frightened condition until the end of the mummy's next turn. Success: The target is immune to this mummy's Dreadful Glare for 24 hours.

Mummy Lord

  • Size: Medium or Small
  • Type: Undead (Cleric)
  • Alignment: Lawful Evil
  • AC: 17
  • Initiative: +10 (20)
  • HP: 187 (25d8+75)
  • Speed: 30 ft.
ATTRVALMODSAVE
STR18+4+4
DEX10+0+0
CON17+3+3
INT11+0+5
WIS19+4+9
CHA16+3+3
  • Skills: History +5, Perception +9, Religion +5
  • Vulnerabilities: Fire
  • Immunities: Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses: Truesight 60 ft.; Passive Perception 19
  • Languages: Common plus three other languages
  • CR: 15 (XP 13,000, or 15,000 in lair; PB +5)

Traits

Legendary Resistance (3/Day, or 4/Day in Lair). If the mummy fails a saving throw, it can choose to succeed instead.

Magic Resistance. The mummy has Advantage on saving throws against spells and other magical effects.

Undead Restoration. If destroyed, the mummy gains a new body in 24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in an unoccupied space within the mummy's lair. The heart is a Tiny object that has AC 17, HP 10, and Immunity to all damage except Fire.

Actions

Multiattack. The mummy makes one Rotting Fist or Channel Negative Energy attack, and it uses Dreadful Glare.

Rotting Fist. Melee Attack Roll: +9, reach 5 ft. Hit: 15 (2d10+4) Bludgeoning damage plus 18 (4d8) Necrotic damage.

Channel Negative Energy. Ranged Attack Roll: +9, range 60 ft. Hit: 25 (6d6+4) Necrotic damage.

Dreadful Glare. Wisdom Saving Throw: DC 17, one creature the mummy can see within 60 feet. Failure: 25 (6d6+4) Psychic damage, and the target has the Paralyzed condition until the end of the mummy's next turn.

Spellcasting. The mummy casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):

At Will: Dispel Magic, Thaumaturgy

1/Day Each: Animate Dead, Harm, Insect Plague (level 7 version)

Reactions

Whirlwind of Sand. Trigger: The mummy is hit by an attack roll. Response: The mummy adds 2 to its AC against the attack, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied space it can see. Each creature of its choice that it can see within 5 feet of its destination space has the Blinded condition until the end of the mummy's next turn.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the mummy can expend a use to take one of the following actions. The mummy regains all expended uses at the start of each of its turns.

Dread Command. The mummy casts Command (level 2 version), using the same spellcasting ability as Spellcasting. The mummy can't take this action again until the start of its next turn.

Glare. The mummy uses Dreadful Glare. The mummy can't take this action again until the start of its next turn.

Necrotic Strike. The mummy makes one Rotting Fist or Channel Negative Energy attack.

Lore & Background

Mummies are undead creatures created through ancient burial rituals that preserve both body and soul in undeath. These wrapped horrors are typically the remains of important individuals - pharaohs, high priests, or nobles - who were mummified with powerful magic to ensure their eternal rule or guard their tombs. The mummification process binds their ka (life force) to their physical form, creating an undead being of terrible power.

Mummies are driven by an overwhelming desire to protect their burial sites and punish those who disturb their eternal rest. They possess memories of their mortal lives and often maintain the arrogance and authority they held in life, viewing grave robbers and trespassers as subjects to be punished.

Combat Tactics

Mummies use their mummy rot curse to weaken enemies over time while relying on their natural resilience and frightful presence to control the battlefield. They prefer to let their curse do the work while using their strength to grapple and pummel opponents.

Encounter Ideas

Tomb Guardian: A mummy protects an ancient burial chamber filled with treasure and secrets. Awakened Pharaoh: A mummy rises to reclaim its lost kingdom from modern usurpers. Cursed Collection: A museum's mummy exhibit comes to life, spreading curses throughout the city. Desert Wanderer: A mummy searches for stolen burial goods that were taken from its tomb.

Environmental Effects

Mummy presence brings the dry heat of ancient tombs and the stench of preservation spices. The air becomes dusty and oppressive, and plants wither in their vicinity.

Treasure

Mummies are often wrapped with valuable jewelry, amulets, and burial goods. Their tombs contain the wealth they accumulated in life, including precious metals, gems, and magical items.

Plot Hooks

The Stolen Canopic Jar: A mummy seeks the return of its preserved organs to achieve true rest. Ancient Prophecy: A mummy holds knowledge crucial to preventing an ancient curse. The Mummy's Heir: A mummy recognizes a character as the descendant of someone from its past life. Curse of the Disturbed: A mummy's awakening spreads a plague of mummy rot through a settlement.