b'Mummy, Greater \n'b'  Family:   Mummies  \n'b'  Medium   undead ,  lawful evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  156 (24d8 + 48)  Speed  20 ft.\n'b' STATS STR: 15 (+2) DEX:  16 (+3)  CON:  15 (+2)  INT:  10 (+0)  WIS:  15 (+2)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Constitution  +7,  Wisdom  +7,  Charisma  +10  Skills   Perception  +7  Damage Vulnerabilities  fire  Damage Resistances  acid, cold, lightning  Damage Immunities  necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned   Senses   darkvision  60 ft., passive  Perception  17  Languages  Common  Challenge  16 (15,000 XP) \n'b' Special Traits \n'b'\n'b'  Magic Resistance . The greater mummy has advantage on saving throws against spells and other magical effects. \n'b'  Rejuvenation . The greater mummy 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 the mummy\xe2\x80\x99s heart. \n'b'  Turn Resistance . The greater mummy has advantage on saving throws against any effect that turns undead. \n'b'  Spellcasting . The greater mummy is a 10th-level spellcaster. Its spellcasting ability is  Charisma  (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells:\n'b'\n'b'\n'b'  Cantrips (at will) :  dancing lights ,  message , poison spray,  ray of frost ,  true strike  \n'b'  1st level (4 slots) :  burning hands ,  detect magic ,  fog cloud ,  magic missile  \n'b'  2nd level (3 slots) :  arcane lock ,  ray of enfeeblement ,  scorching ray ,  web  \n'b'  3rd level (3 slots) :  counterspell ,  lightning bolt ,  stinking cloud  \n'b'  4th level (3 slots) :  confusion ,  ice storm ,  wall of fire  \n'b'  5th level (1 slot) :  arcane hand ,  cone of cold  \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The greater mummy can use its Dreadful Glare and make one  attack  with its rotting fist. \n'b'  Rotting Fist .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 13 (3d6 + 3) 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. \n'b'  Dreadful Glare . The greater mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 19  Wisdom  saving throw against this magic or become  frightened  until the end of the mummy\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'\n'b' Legendary Actions \n'b' The greater mummy 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 mummy regains spent legendary actions at the start of its turn. \n'b'\n'b'  Attack . The greater mummy makes one  melee attack  or uses its Dreadful Glare. \n'b'  Blinding Dust . Blinding dust and sand swirls magically around the greater mummy. Each creature within 5 feet of the mummy 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) . The greater mummy utters a blasphemous word. Each non-undead creature within 10 feet of the mummy that can hear the magical utterance must succeed on a DC 19  Constitution  saving throw or be stunned until the end of the mummy\xe2\x80\x99s next turn. \n'b'  Channel Negative Energy (Costs 2 Actions) . The greater mummy magically unleashes negative energy. Creatures within 60 feet of the mummy, including ones behind barriers and around corners, can\xe2\x80\x99t regain  hit points  until the end of the mummy\xe2\x80\x99s next turn. \n'b'  Whirlwind of Sand (Costs 2 Actions) . The greater mummy magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy is immune to all damage, and it can\xe2\x80\x99t be  grappled ,  petrified , forced\xc2\xa0 prone ,  restrained , or stunned. Equipment worn or carried by the mummy remains in its possession. \n'b'\n'b' 3pp Variant 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' # Failed Saves\xe2\x80\xa6 \n'b' Effect \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.'