b'Executioner Confidant \n'b'  Medium   undead ,  lawful evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  91 (14d8 + 28)  Speed  30 ft.\n'b' STATS STR: 11 (+0) DEX:  17 (+3)  CON:  15 (+2)  INT:  10 (+0)  WIS:  10 (+0)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +11  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  10  Languages  the languages it knew in life  Challenge  10 (5,900 XP) \n'b' Special Traits \n'b'\n'b'  Quiet of the Grave . While in areas of dim light or darkness, the confidant can take the  Hide  action as a bonus action. \n'b'  Sneak Attack (1/Turn) . The confidant deals an extra 28 (8d6) damage when it hits a target with a weapon  attack , and has advantage on the  attack  roll, or when the target is within 5 feet of an ally of the confidant that isn\xe2\x80\x99t incapacitated, and the confidant doesn\xe2\x80\x99t have disadvantage on the  attack  roll. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The confidant can use its Dreadful Glare and makes one  attack  with its Cursed Knife. If it has two knives drawn, as a bonus action, the confidant can make an additional  attack  with the second cursed knife. \n'b'  Cursed Knife .  Melee Weapon Attack : +7 to hit, reach 5 ft., one creature.  Hit : 4 (1d4 + 2) piercing damage, plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 14  Constitution  saving throw, or be cursed with mummy rot (p.86). \n'b'  Dreadful Glare . The confidant targets one creature it can see within 60 feet of it. If the target can see the confidant, it must succeed on a DC 14  Wisdom  saving throw against this magic, or become  frightened  until the end of the confidant\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 5 or less for the next 24 hours. \n'b'\n'b' Legendary Actions \n'b' The confidant 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 confidant regains spent legendary  actions  at the start of its turn. \n'b'\n'b'  Disappear . The confidant moves up to 15 feet and can take the  Hide  action. \n'b'  Dreadful Glare . The confidant uses its Dreadful Glare. \n'b'  Attack (Costs 2 Actions) . The confidant makes one  attack  with its Cursed Knife. \n'b'\n'b' Criminals who dared to raise a hand to their rightful masters, would-be murderers, are often interred as punishment \xe2\x80\x93 having undergone at least the preliminary stages of mummification while still alive \xe2\x80\x93 and forced to serve more faithfully after death.'