b'Amurru \n'b'  Medium   undead ,  lawful neutral  \n'b'  Armor Class  21 (plate, shield,  ring of protection )  Hit Points  234 (36d8 + 72)  Speed  30 ft.\n'b' STATS STR: 23 (+6) DEX:  16 (+3)  CON:  15 (+2)  INT:  18 (+4)  WIS:  29 (+9)  CHA:  21 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Constitution  +8,  Wisdom  +15,  Intelligence  +10  Skills   Arcana  +10,  History  +10,  Perception  +15,  Religion  +10  Damage Resistances  acid, fire, thunder  Damage Immunities  necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned   Senses   blindsight  120 ft.,  darkvision  60 ft., passive  Perception  25  Languages  All  Challenge  20 (25,000 XP) \n'b' Special Traits \n'b'   Magic Resistance . An amurru has advantage on saving throws against spells and other magical effects. \n'b'  Polymath . An amurru casts  cleric ,  druid , and  wizard  spells at equal levels of power. \n'b'  Rejuvenation . An amurru 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 an amurru\xe2\x80\x99s heart. \n'b'  Spellcasting . An amurru is an 18th-level spellcaster. Its spellcasting ability is  Wisdom  (spell save DC 23, +15 to hit with spell attacks). It can cast the following spells:\n'b'\n'b'   Cantrips (at will) :  message ,  prestidigitation ,  shocking grasp  \n'b'  1st level (4 slots) :  burning hands ,  detect magic ,  fog cloud ,  sanctuary ,  shield  \n'b'  2nd level (3 slots) :  calm emotions ,  enhance ability ,  hold person ,  mirror image ,  silence  \n'b'  3rd level (3 slots) :  bestow curse ,  darkness ,  fireball ,  haste ,  magic circle ,  tongues  \n'b'  4th level (3 slots) :  black tentacles ,  blight ,  fire shield ,  freedom of movement ,  greater invisibility  \n'b'  5th level (3 slots) :  antilife shell ,  cone of cold ,  scrying ,  wall of stone  \n'b'  6th level (1 slot) :  globe of invulnerability ,  harm  \n'b'  7th level (1 slot) :  divine word ,  symbol ,  teleport  \n'b'  8th level (1 slot) :  holy aura ,  power word stun ,  regenerate  \n'b'  9th level (1 slot) :  meteor swarm ,  time stop ,  wish  \n'b'\n'b'  Ring of Protection . An amurru has a +1 bonus to AC and saving throws while wearing the  ring of protection . \n'b'  Actions \n'b'   Mace .  Melee Weapon Attack : +12 to hit, reach 5 ft., one target.  Hit : 13 (2d6 + 6) bludgeoning damage. \n'b'  Dreadful Glare . An amurru targets one creature it can see within 60 feet of it. If the target can see An amurru, it must succeed on a DC 19  Wisdom  saving throw against this magic or become  frightened  until the end of the An amurru\xe2\x80\x99s 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 from mummies of all types for the next 24 hours. \n'b'  Teleport Other (1/day) . As an action, An amurru can  teleport  all creatures within 50 feet of it to a randomly determined location. A creature affected by the An amurru\xe2\x80\x99s  Teleport Other  must make a DC 19  Wisdom  saving throw to avoid being teleported. An affected creature is teleported to a random location. Roll randomly for each creature that fails its saving throw. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to An amurru\xe2\x80\x99s  Teleport Other  ability for the next 24 hours. \n'b'  Legendary Actions \n'b' An amurru 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. An amurru regains spent legendary actions at the start of its turn. \n'b'   Attack . An amurru makes one  melee attack  or uses its Dreadful Glare. \n'b'  Blinding Dust . Blinding dust and sand swirls magically around An amurru. Each creature within 5 feet of An amurru must succeed on a DC 19  Constitution  saving throw or be  blinded  until the end of the creature\xe2\x80\x99s next turn. \n'b'  Blasphemous Word (Costs 2 Actions) . An amurru utters a blasphemous word. Each non-undead creature within 10 feet of An amurru that can hear the magical utterance must succeed on a DC 19  Constitution  saving throw or be stunned until the end of an amurru\xe2\x80\x99s next turn. \n'b'  Channel Negative Energy (Costs 2 Actions) . An amurru magically unleashes negative energy. Creatures within 60 feet of An amurru, including ones behind barriers and around corners, can\xe2\x80\x99t regain  hit points  until the end of an amurru\xe2\x80\x99s next turn. \n'b'  Whirlwind of Sand (Costs 2 Actions) . An amurru magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, An amurru is immune to all damage, and it can\xe2\x80\x99t be  grappled ,  petrified , knocked  prone ,  restrained , or stunned. Equipment worn or carried by An amurru remains in its possession.'