
These undead have been judged worthy by loveing Osirus. These Nobel people went on adventures to cross the duathi river fighting untold monsters and demons with only the final magical gifts of their family to protect them.
At the end of the voyage the most loving part of their soul was weighed against every truthful statement they made about not harming others.
Then in the end their reward is just a place where their soul can be saye as they continue to do the things in life they used to and also the option to work in a society the rewards labor proportionatly.
Medium undead, lawful good
Armor Class 14 (natural armor)
Hit Points 70 (10d8 + 39)
Speed 20 ft.
STR
18 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
11 (+0)
WIS
18 (+4)
CHA
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
Challenge 15 (13,000 XP)
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 1d6 weakd 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 7th-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): , guiding bolt, shield of faith
2nd level (3 slots): silence, spiritual weapon
3rd level (2 slots): counter spell, dispel magic
4th level (1 slots): divination, guardian of faith
Actions
Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
Pharohs Scepter. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (1d6 + 4) bludgeoning damage plus 21 (3d6) necrotic damage. ,
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.
Legendary Actions
The mummy lord can take 1 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The mummy lord regains spent legendary actions at the start of its turn.
Attack. The mummy lord makes one attack with its scepter. 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.
The following may be added to the arsenal, but dmfor the cost of 6000 gp each.
Whirlwind of Sand (Costs 2 Actions). The Gold leader 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.
Channel Negative Energy (Costs 2 Actions). The Gold leader 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.