The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
The action doesn't make the invisible visible, but it pinpoints the invisible. Some monsters break the PC casting rules. Is there a reason for that? Most of this is done to provide a challenging and flavorful encounter/adventure for the PCs. I've got a couple ideas, but I'm interested to see what the community has to offer. To sum up for op.
This thread title reminds me -and this really isn't related to the OP, but could be relevant for others looking at Mummy lords and what to do/how to incorporate or run them- of back in the dawn of the game when Liches were described as high level clerics and/or magic-users. Hex on a target and then cast Magic Missiles at the same target, what would the damage be like. On a failed save, it takes 1d6 necrotic damage per level of the spell, and the spell has no effect and is wasted. Pinpoint isn't a game term. Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round. — E’T A L L I T N I C S ⚡️ (@ETallitnics) March 6, 2018, The mummy lord has a lair action that can pinpoint creatures in its lair. The new body appears within 5 feet of the mummy lord's heart. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. If the target can see the mummy lord, it must succeed on a DC: 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn.
If the mummy lord is destroyed, these regional effects end immediately.
In fact, looking at the Mummy Lord, I would probably replace Sacred Flame with Toll The Dead in the cantrip list, with fire (even unholy fire/radiance) not being something I would associate with the fire shy Mummy Lord. I´m quite new to 5e so I just couldn´t fathom that.
Yeah this is just a mistake. 5e likes to weaken monsters. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. Escape is the best option. Occasionally some of the monsters may break the rules. On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can't use the same effect two rounds in a row: Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. @JeremyECrawford Mummy Lord: Lair Action says it can activate "pinpoint" accuracy for the undead to locate creatures.
Lair Actions. Would Gift of the Ever-Living Ones make an Enervation cast max roll every time. So here it goes: a friend and I were just discussing the mummy lord when he noticed the mummy lord is a 10th lvl spellcaster but has access to 6th lvl cleric spells. The mummy lord seems like a good candidate for minor tweaking. Multiattack. That´s what I noticed. You are using an out of date browser. Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord's lair is wracked with pain.
The mummy lord targets one creature it can see within 60 feet of it. The action does exactly that: pinpoints the creatures, which makes it difficult to sneak around in a mummy lord's lair.
First of all, I´m sorry if it has been asked before but I couldn´t find it. The mummy lord has advantage on saving throws against spells and other magical effects. Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results, as determined by the DM. @JeremyECrawford Mummy Lord: Lair Action says it can activate "pinpoint" accuracy for the undead to locate creatures.