b'Mummy of Khemit \n'b'  Family:   Mummies  \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  60 (8d8 + 24)  Speed  20 ft.\n'b' STATS STR: 17 (+3) DEX:  30 (+0)  CON:  06 (+3)  INT:  3 (-1)  WIS:  14 (+2)  CHA:  24 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +6,  Wis  +5  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  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Desperate Glare . Each creature other than an undead or construct within 30 feet of the mummy of Khemit that can see it must succeed on a DC 15  Wisdom  saving throw or be  frightened  for one minute. If the save fails by 5 or more, the target also suffers one level of  exhaustion  from sheer terror. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to this mummy of Khemit\xe2\x80\x99s Desperate Glare for the next 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b'  Rotting Fist .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must make a DC 15  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'\n'b' REACTIONS \n'b'\n'b'  Magic Absorption . The mummy of Khemit can use its  reaction  to absorb magical energy when it is hit by a spell  attack  that deals damage to it. When it does so, the damage it takes from the attack is reduced by 2d10. If the mummy of Khemit reduces the damage to 0, it can absorb the energy and make a spell attack with a +3 to hit using the spell or effect it just absorbed as part of the same  reaction . The mummy of Khemit can\xe2\x80\x99t use this  reaction  to absorb magical energy if it is immune to that damage type. \n'b'\n'b' ABOUT \n'b' The mummy of Khemit is a preserved corpse animated through the use of sinister and dark magic to further the ends of the caster and \xe2\x80\x9ccreator.\xe2\x80\x9d They are often found guarding tombs and burial vaults, destroying all that trespass within. A mummy of Khemit appears as a rotting, desiccated corpse wrapped in bandages. It moves slowly, though this by no means should infer that it is a weak creature at all. In fact, these creatures are feared for their dark and evil powers that can slay a living creature and return it to life as a mummy-zombie, a horrible creature that serves the dark gods themselves. Mummies of Khemit are attracted to the smell of burning tanna leaves. They can detect such fires at a range of one-half mile per leaf burned. If brought within five feet of such a fire, the mummy heals 1d4 points of damage per leaf burned.'