Mummy Monk

Zombie Monk
Zombie Monk, AI generated image

Mummy Monk

Medium Undead, Lawful Evil

Armour Class 15
Hit Points 58 (9d8+18)
Speed 40 ft.

STRDEXCONINTWISCHA
12161561112
+1+3+2-2+0+1

Saving Throws Wis +5

Damage Resistances Bludgeoning, Piercing, and Slashing

Damage Immunities Necrotic, Poisoned

Condition Immunities CharmedExhaustionFrightenedParalyzedPetrifiedPoisoned

Senses Passive Perception 10, Darkvision 60 ft.

Languages Enarian

Proficiency Bonus +3

Challenge 4

Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Spike Growth (Recharge 5-6): As a bonus action, the Animata can cast Spike Growth. The effect spreads rapidly out from where the Animata is standing and can’t be cast at range. The Animata is not affected by the spell and can move freely and without taking damage while in the affected area. If the Animata moves, the Spike Growth area remains where it was. The Animata does not need to concentrate to maintain the spell, but it only lasts 1 minute.

Actions

Multiattack. The mummy can use its Dreadful Glare and make 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.

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.

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.