Mummy Lord (CR 15)
Medium Undead
Alignment: Usually lawful evil
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +18, and Spot +18
AC: 30 (+1 Dex, +10 natural, +9 +2 half-plate armor), touch 11, flat-footed 29
Hit Dice: 8d12 plus 10d8 (97 hp); DR: 5/-
Fort +13, Ref +8, Will +20
Speed: 20 ft. (15 ft. in half-plate armor)
Space: 5 ft./5 ft.
Base Attack +11; Grapple +19
Attack: Slam +20 melee (1d6+12/19-20 plus mummy rot)
Full Attack: Slam +20 melee (1d6+12/19-20 plus mummy rot)
Damage: -
Special Attacks/Actions: Despair, mummy rot, rebuke undead, spells
Abilities: Str 26, Dex 12, Con -, Int 8, Wis 20, Cha 17
Special Qualities: resistance to fire 10, undead traits, vulnerability to fire
Feats: Alertness; Combat Casting; Great Fortitude; Improved Critical (slam); Improved Initiative; Weapon Focus (slam)
Skills: Concentration +8, Knowledge (religion) +4, Listen +18, Move Silently +5, and Spot +18
Advancement: By character class, 10th-level Cleric
Climate/Terrain: Any
Organization: Solitary or tomb guard (1 mummy lord and 6-10 mummies)
Treasure/Possessions: Standard plus possessions noted below
Source:
Monster Manual
Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. A mummy lord resembles its lesser fellows, but often wears or carries equipment it used in life - ancient bronze armor, a rune-marked sword, or a magic staff.
Mummy lords are often potent spellcasters. They are found as guardians of the tombs of high lords, priests, and mages. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord's unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature. A mummy lord of this sort is usually imprisoned in a tomb that is never meant to be opened again.
Despair (Su): The save DC against this mummy lord's despair is 17.
Mummy Rot (Su): The save DC against this mummy lord's mummy rot is 17.
Typical Cleric Spells Prepared (6/7/6/5/5/4; save DC 15 + spell level): 0 - detect magic (2), guidance, read magic, resistance, virtue; 1st - bane, command, deathwatch, divine favor; doom, sanctuary*, shield of faith; 2nd - bull's strength, death knell*, hold person, resist energy, silence, spiritual weapon; 3rd - animate dead*, deeper darkness, dispel magic, invisibility purge, searing light; 4th - air walk, dismissal, divine power, giant vermin, spell immunity*; 5th - insect plague, slay living*, spell resistance, symbol of pain.
*Domain Spell. Domains: Death and Protection.
Possessions: +2 half-plate armor, cloak of resistance +2, ring of minor elemental resistance (fire), brooch of shielding. (Different mummy lords may have different possessions.)