b'Chosen Champion \n'b'  Medium   undead ,  lawful evil  \n'b'  Armor Class  16 (half-plate, shield)  Hit Points  136 (16d8 + 64)  Speed  20 ft.\n'b' STATS STR: 18 (+4) DEX:  9 (-1)  CON:  18 (+4)  INT:  8 (-1)  WIS:  10 (+0)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Perception  +4  Damage Vulnerabilities  fire \n'b' 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  14  Languages  the languages it knew in life  Challenge  10 (5,900 XP) \n'b' Special Traits \n'b'   Harrying Shield . While the champion has a shield equipped, the area within 5 feet of it is considered  difficult terrain . \n'b'  Indomitable (2/Day) . The champion can reroll a failed save. It must use the new roll. \n'b'  Actions \n'b'   Multiattack . The champion can use its Dreadful Glare and makes two attacks with its Cursed Khopesh. \n'b'  Cursed Khopesh .  Melee Weapon Attack : +8 to hit, reach 5 ft., one creature.  Hit : 7 (1d6 + 4) slashing damage, plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 16  Constitution  saving throw, or be cursed with mummy rot (p.86). \n'b'  Dreadful Glare . The champion targets one creature it can see within 60 feet of it. If the target can see the champion, it must succeed on a DC 13  Wisdom  saving throw against this magic, or become  frightened  until the end of the champion\xc2\x92s 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 with a challenge rating of 10 or less for the next 24 hours. \n'b'  Legendary Actions \n'b' The champion can take 3 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\xe2\x80\x99s turn. The champion regains spent legendary  actions  at the start of its turn. \n'b'   Dreadful Glare . The champion uses its Dreadful Glare. \n'b'  Shield Formation . The champion moves up to its speed. It must end this movement within 5 feet of either its master or closest ally, or it can\xe2\x80\x99t use this action. \n'b'  Attack (Costs 2 Actions) . The champion makes one  attack  with its Cursed Khopesh. \n'b'  About \n'b' Some underlings are of such fanatical loyalty that, at the point of their master\xc2\x92s death, they will gladly give their lives in order to continue their service and become a chosen champion. The death of a monarch or nobleman can be followed by a wave of death, as their household guard and soldiers give their lives to fill their tomb with protectors. \n'b' Cursed Weapons \n'b' The weapons wielded by mummies carry their rotting curse. The necrotic damage effect and mummy rot curse remain attached to the weapon, even if the  mummy  drops it or dies, and another wielder can make use of them. When a creature that is not a  mummy  starts its turn holding or touching the weapon, it takes 10 (3d6) necrotic damage, and must make a save against the mummy rot curse. \n'b' The curse can be removed from the weapon using the  remove curse  spell or other magic, turning the weapon into a mundane version of itself.'