Mummy Monk
Medium Undead, Lawful Evil
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Armour Class 15
Hit Points 45 (2d8+2)
Speed 40 feet
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SRT | DEX | CON | INT | WIS | CHA |
10 (+0) | 16 (+3) | 15 (+2) | 6 (-2) | 13 (+1) | 5 (-3) |
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Senses Darkvision 60 feet, Passive Perception 8
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Languages Common
Challenge 1 (200xp)
Proficiency Bonus +2
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Special Abilities. The minotaur can perfectly recall any path it has travelled.
Actions
Multiattack. This creature can attack twice per round
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 3 (1d6) bludgeoning damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 +2) piercing damage.
Monk Mummy
Medium Undead, Lawful Evil (Death has twisted these once proud souls)
- Armor Class 15
- Hit Points 58 (9d8+18)
- Speed 40 feet
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 15 (+2) 6 (-2) 13 (+2) 12 (+1)
- Saving Throws Wis +5
- Damage Vulnerabilities Fire
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities Necrotic, Poisoned
- Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
- Senses Darkvision 60 Ft., passive Perception 10
- Languages The Languages It Knew In Life
- Challenge 4 (1100 XP)
Actions
Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist, or make two rotting fist attacks.
Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) bludgeoning damage plus (3d6)necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be diseased with mummy rot. The disease target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the disease reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The disease lasts until removed by the lesser restoration spell or other magic.
Dreadful Glare. The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy’s 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 (but not mummy lords) for the next 24 hours.
Evasion When the Mummy is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Deflect Missiles The Mummy can use it’s reaction to deflect or catch the missile when it is hit by a ranged weapon attack. When it does so, the damage it takes from the attack is reduced by 1d10 + 12.
If the damage is reduced to 0, the mummy can catch the missile if it is small enough to hold in one hand. If it catches a missile in this way, it can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition it just caught, as part of the same reaction. The mummy makes this attack with proficiency, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Shadow Step The mummy has the ability to step from one shadow into another. When it is in dim light or darkness, as a bonus action it can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. The mummy then has advantage on the first melee attack it makes before the end of the turn.
Ki
The Monk Mummy can’t channel Ki like it did in life, but it can still perform the following Ki like abilities:
Flurry of Blows Immediately after it takes the Attack action on it’s turn, the mummy can make two unarmed strikes as a bonus action. This can only be done twice per day.
Patient Defense The mummy can take the Dodge action as a bonus action on it’s turn. This can only be done twice per day.
Step of the Wind The mummy can take the Disengage or Dash action as a bonus action on it’s turn, and it’s jump distance is doubled for the turn. This can only be done twice per day.
Darkness As an action, the mummy can cast Darkness without providing material components. This can only be done once per day.
Silence As an action, the mummy can cast Silence without providing material components. This can only be done once per day.