Mummy Lord icon: a pharaoh’s mummy mask
Icon by Delapouite, CC BY 3.0

Mummy Lord 5e stat block

Medium undead, lawful evil · CR 15 · 2024 stat block below

Armor Class
17 (natural armor)
Hit Points
97 (13d8+39)
Speed
20 ft.
Challenge
15 (13,000 XP)
Proficiency bonus
+5
STRDEXCONINTWISCHA
18 (+4)10 (+0)17 (+3)11 (+0)18 (+4)16 (+3)
Saving throws
Con +8, Int +5, Wis +9, Cha +8
Skills
History +5, Religion +5
Damage vulnerabilities
fire
Damage immunities
necrotic, poison, bludgeoning, piercing, and slashing from nonmagical attacks
Condition immunities
Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses
darkvision 60 ft., passive Perception 14
Languages
the languages it knew in life

Traits

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

Rejuvenation. A destroyed mummy lord 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 lord's heart.

Spellcasting. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: - Cantrips (at will): sacred flame, thaumaturgy - 1st level (4 slots): command, guiding bolt, shield of faith - 2nd level (3 slots): hold person, silence, spiritual weapon - 3rd level (3 slots): animate dead, dispel magic - 4th level (3 slots): divination, guardian of faith - 5th level (2 slots): contagion, insect plague - 6th level (1 slot): harm

Actions

Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) 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 remove curse spell or other magic.

Dreadful Glare. 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 mummy lords for the next 24 hours.

Legendary actions

Attack. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.

Blinding Dust. 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.

Blasphemous Word (Costs 2 Actions). The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.

Channel Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.

Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.

How many mummy lords for a fight?

A mummy lord is worth 13,000 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many mummy lords fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
11th——1
12th—11
13th—11
14th—11
15th112
16th113
17th123
18th124
19th135
20th146

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

How the mummy lord compares at CR 15

Against the 3 other challenge 15 monsters in the SRD 5.1, the mummy lord has more hit points than 0 of them, which makes it one of the frailest at its CR. See every CR 15 monster.

StatisticMummy LordCR 15 average
Armor Class1718.7
Hit points97222
Best attack bonus+9+11

Mummy Lord 2024 stat block

The 2024 Monster Manual revised the mummy lord, and the SRD 5.2 carries the new stat block. What changed:

Armor Class
17
Hit Points
187 (25d8 + 75)
Speed
30 ft.
Challenge
15 (13,000 XP)
STRDEXCONINTWISCHA
18 (+4)10 (+0)17 (+3)11 (+0)19 (+4)16 (+3)
Damage vulnerabilities
fire
Damage immunities
necrotic, poison
Condition immunities
Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses
truesight 60 ft., passive Perception 19
Languages
Common plus three other languages

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 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can’t regain Hit Points, it gains no benefit from 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.

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

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.

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