b'Mummy, Lightning-Quick \n'b'  Family:   Mummies  \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  21 (natural armor)  Hit Points  150 (20d8 + 60)  Speed  40 ft.\n'b' STATS STR: 20 (+5) DEX:  50 (+5)  CON:  56 (+3)  INT:  3 (-1)  WIS:  14 (+2)  CHA:  25 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +10,  Con  +8,  Wis  +7,  Cha  +7  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  12  Languages  the languages it knew in life  Challenge  16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Accelerated Movement . The lightning-quick mummy has advantage on  initiative  checks. \n'b'  Gaze of Despair . When a creature that can see the lightning-quick mummy\xe2\x80\x99s eyes starts its turn within 30 feet of the lightning-quick mummy, the  mummy  can force it to make a DC 15  Wisdom  saving throw if the mummy isn\xe2\x80\x99t  incapacitated  and can see the creature. On a failure, the creature suffers disadvantage on all  attack  rolls, ability checks, and saving throws for one minute. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the lightning-quick mummy until the start of its next turn, when it can avert its eyes again. If the creature looks at the lightning-quick mummy in the meantime, it must immediately attempt the save. While averting its eyes, any attacks on the lightning-quick mummy are done at disadvantage. \n'b'  Mask of Rahotep . The lightning-quick mummy wears an enchanted mask of Rahotep. If this mask is removed, the lightning-quick mummy loses its accelerated movement ability and all legendary actions. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The lightning-quick mummy makes one Crook attack and two Flail attacks, or one Electric Bolts and two Flail attacks. \n'b'  Crook .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 10 (1d10 + 5) bludgeoning damage and the creature must succeed at a DC 18  Strength  saving throw or be  grappled  by the lightning-quick mummy (escape DC 18). The lightning-quick mummy can grapple only one creature with its hook. \n'b'  Electric Bolts .  Ranged Weapon Attack : +10 to hit, range 20/40 ft., up to three targets.  Hit : 15 (3d6 + 5) lightning damage. \n'b'  Flail .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 16 (2d10 + 5) bludgeoning damage and the creature must succeed at a DC 18  Constitution  saving throw or be cursed with mummy rot. The cursed target can\xe2\x80\x99t regain  hit points , and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies, its body turns to dust. The curse lasts until removed by the  remove curse  spell or other magic. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The lightning-quick mummy can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The lightning-quick mummy regains spent legendary actions at the start of its turn. \n'b'\n'b'  Faster Than the Eye Can See . The lightning-quick mummy makes an Electric Bolts and a Flail  attack . \n'b'  Hook and Shock (Costs 2 Actions) . The lightning-quick mummy attacks a creature it has  grappled  with its hook using Electric Bolts, with all three bolts targeting the  grappled  creature with disadvantage. \n'b'  Spin and Strike . The lightning-quick mummy moves up to its full movement, ignoring  difficult terrain  and not provoking attacks of opportunity, and makes a Crook  attack . \n'b'  Spit Beetle . The lightning-quick mummy spits a beetle from the list below. This is a ranged weapon attack (+10 to hit, range 10/20 ft., one target,  Hit : target suffers the effects based on the color of beetle). \n'b'\n'b'  Lightning-Quick Mummy Scarabs \n'b'\n'b' d6 \n'b' Beetle Type \n'b' Effect \n'b'\n'b' 1 \n'b' White \n'b' Target is  blinded  until the end of its next turn. \n'b'\n'b' 2 \n'b' Purple \n'b' The next spell the target casts within one hour fails, and the target takes 1d6 force damage per level of the spell. \n'b'\n'b' 3 \n'b' Blue \n'b' Target is unable to cast any spells until the end of its next turn. \n'b'\n'b' 4 \n'b' Black \n'b' Target is  paralyzed  until the end of its next turn. \n'b'\n'b' 5 \n'b' Green \n'b' Target must succeed at a DC 18  Constitution  saving throw or suffer 17 (5d6) piercing damage as the scarab burrows into its flesh. \n'b'\n'b' 6 \n'b' Red \n'b' Target must target its next  attack  against an ally within five feet. If no ally is within range at that time, target is  stunned  until the end of its next turn. \n'b'\n'b' ABOUT \n'b' Lightning-quick mummies are created by foul sorceries to lure and trap those wishing to disturb the rest of the unliving. They wear ornate funeral masks that depict their creators, but with horrid grins that mock and laugh. Armed with a flail and crook, magical lightning, and filled with dangerous scarabs, the lightning-quick mummies are fearsome foes who know no mercy. In fact, their mocking faces belie that they have any emotions whatsoever.'