b'Mummy, Djinn \n'b'  Family:   Mummies  \n'b'  Huge   undead ,  lawful evil  \n'b'  Armor Class  23 (natural armor)  Hit Points  142 (15d12 + 45)  Speed  20 ft., fly 60 ft.\n'b' STATS STR: 31 (+10) DEX:  17 (+3)  CON:  16 (+3)  INT:  14 (+2)  WIS:  20 (+5)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Constitution  +8,  Intelligence  +7,  Wisdom  +10,  Charisma  +8  Skills   Arcana  +7,  Insight  +10,  Perception  +10,  Persuasion  +8,  Religion  +7,  Stealth  +8  Damage Vulnerabilities  fire Damage Resistances lightning, thunder  Damage Immunities  acid, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned   Senses  darkvision 60 ft., passive  Perception  20  Languages  Auran, Common, telepathy 120 ft.  Challenge  14 (11,500 XP) \n'b' Special Traits \n'b'\n'b'  Magic Resistance . The mummy djinn has advantage on saving throws against spells and other magical effects. \n'b'  Spellcasting . The mummy djinn is a 10th-level spellcaster. Its spellcasting ability is  Wisdom  (spell save DC 18, +10 to hit with spell attacks). It has the following  cleric  spells prepared:\n'b'\n'b'\n'b'  Cantrips  (at will):  guidance ,  mending ,  sacred flame ,  thaumaturgy  \n'b'  1st level  (4 slots):  bane ,  command ,  inflict wounds ,  shield of faith  \n'b'  2nd level  (3 slots):  blindness/deafness ,  hold person ,  spiritual weapon  \n'b'  3rd level  (3 slots):  animate dead ,  dispel magic ,  spirit guardians  \n'b'  4th level  (3 slots):  divination ,  banishment ,  guardian of faith  \n'b'  5th level  (2 slots):  contagion ,  insect plague  \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The mummy djinn makes 2 Falchion attacks and one Rotting Fist  attack . \n'b'  Falchion of Law .  Melee Weapon Attack : +17 to hit, reach 10 ft., one target.  Hit : 23 (3d8 + 12) slashing damage. When it attacks a creature that has at least one head with this weapon and rolls a 20 on the  attack  roll, it cuts off one of the creature\xe2\x80\x99s heads. The creature dies if it can\xe2\x80\x99t survive without the lost head. \n'b'  Rotting Fist .  Melee Weapon Attack : +15 to hit, reach 10 ft., one target.  Hit : 17 (2d6 + 10) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on 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, and its body turns to dust. The curse lasts until removed by the  remove curse  spell or other magic. \n'b'  Swirling Sandstorm . A 10-foot-radius, 30-foot-tall cylinder of swirling air and sand magically forms at a point the mummy djinn can see within 120 feet of it. The sandstorm lasts as long as the mummy djinn maintains concentration (as if concentrating on a spell) and its area is heavily  obscured . Any creature but the mummy djinni that enters the sandstorm must succeed on a DC 18  Strength  saving throw or be  restrained  by it. The mummy djinn can move the sandstorm up to 60 feet as an action, and creatures  restrained  by the sandstorm move with it. The sandstorm ends if the mummy djinn loses sight of it. A creature can use its action to free a creature  restrained  by the sandstorm, including itself, by succeeding on a DC 18  Strength  check. If the check succeeds, the creature is no longer  restrained  and moves to the nearest unoccupied space outside the sandstorm. \n'b'\n'b' Mummy Rot \n'b'  Source  FGG:CoB \n'b' Mummy rot first causes desiccation and then a slow decomposition. \n'b' Vision goes early on as the body loses fluids, followed by ever-increasing weakness. Death comes late, well after the victim is completely incapacitated from weakness. When a humanoid is exposed to the disease, either by magical means or through inhaling the dust of a former victim, the creature must make a  Constitution  saving throw. The DC for the saving throw depends on the power of the curse for magical contagion, and is 14 for breathing grave dust. \n'b' Mummy rot typically manifests immediately with a strong level of thirst. The victim must drink at least one gallon of water within a minute of contracting mummy rot or gain one level of  exhaustion . \n'b' Every 24 hours thereafter, the victim must make a DC 17  Constitution  saving throw. Each failure adds one symptom from the table below until death occurs. Two consecutive passes halts the disease but does not remove existing symptoms. \n'b'  Remove Curse  destroys the disease and heals all damage. A single casting of  lesser restoration  removes the most recent symptom still present. \n'b' Symptoms in order of appearance based on number of failed saving throws: \n'b'\n'b' 0 \n'b' Thirst \xe2\x80\x93 double water consumption or gain one level of  exhaustion  \n'b'\n'b' 1 \n'b' Gain one level  exhaustion  and lose 1d4 points of  Charisma * \n'b'\n'b' 2 \n'b' Vision reduced by 30 ft. \n'b'\n'b' 3 \n'b' Gain one level  exhaustion  and lose 1d4 points of  Charisma * \n'b'\n'b' 4 \n'b' Blind \n'b'\n'b' 5 \n'b' Gain one level  exhaustion  and lose 1d4 points of  Charisma * \n'b'\n'b' 6 \n'b' Gain one level  exhaustion  and  Charisma  is now 1 \n'b'\n'b' 7 \n'b' Lose 2d6 each of  Constitution ,  Dexterity , and  Strength * \n'b'\n'b' 8 \n'b'  Constitution ,  Dexterity , and  Strength  are now 1 \n'b'\n'b' 9+ \n'b' Lose 1  hp  for each failed save until death * Charisma  does not drop below 1. If  Constitution ,  Dexterity , or  Strength  drop to 0, the victim is dead.'