King Kharak in his prime.
King Kharak Aasulve, the Battlehammer of Moradin
Once a powerful dwarf lord, Ling Kharak is an unliving abomination. As a dwarf, he was hale and strong, a champion of Moradin and everything for which he stood. However it was in the end of his life when Moradin fell silent to his prayers, not answering him while sickness and old age threatened his mortal body. It was then a small kernel of doubt found its way into his heart. He called upon the greatest minds dwarves had at the time to quell his dilemma. Locked away in his chambers were clerics, mages and smiths. What came out thirteen days later was a powerful mummy lord wrapped in metal bands of adamantine, gold and bronze.
MUMMY LORD Medium undead, lawful evil
Armor Class 24 (natural armor)
Hit Points 150 (15d8 + 75)
STR 20 (+5) DEX 10 (+0) CON 20 (+5) INT 11 (+0) WIS 18 (+4) CHA 18 (+4)
Saving Throws Con +10, lnt +5, Wis +9, Cha +9
Skills History +5, Insight +9, Religion +5
Damage Vulnerabilities lightning
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60ft., passive Perception 14
Languages Common, Dwarven
Challenge 16 (13,000 XP)
Magic Resistance. Kharak has advantage on saving throws against spells and other magical effects.
Rejuvenation. King Kharak gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.
Spellcasting. King Kharak is a 15th-level paladin of the Oathbreaker archetype. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Kharak usually has the following paladin spells prepared:
1st level (4 slots): hellish rebuke, inflict wounds, searing smite, thunderous smite, wrathful smite
2nd level (3 slots): aid, branding smite, crown of madness, darkness, zone of truth
3rd level (3 slots): animate dead, aura of vitality, bestow curse, blinding smite, elemental weapon
4th level (2 slots): banishment, blight, confusion, staggering smite
Multiattack. The mummy can use its Dreadful Glare and makes one attack with the Fist of Moradin.
The Fist of Moradin. Melee weapon attack: +12 to hit, reach 5ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage plus 21 (6d6) points of necrotic damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's 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.
Dreadful Glare. The mummy lord targets one creature it can see within 60 feet of it. 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 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 and mummy lords for the next 24 hours.
Earth Strike. King Kharak can strike the ground causing an earth tremor and reach out to 30 ft. of the user. Enemies so struck must make a Dexterity save with a DC of 18 or fall prone. Spellcasters must also make a Concentration check if they are concentrating on a spell, DC 10. The 5 ft. square struck is destroyed and considered rough terrain.
King Kharak can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Kharak regains spent legendary actions at the start of its turn.
Attack. The King Kharak makes one attack with the Fist of Moradin or uses its Dreadful Glare.
Metal Filings. Metal filings swirls magically around King Kharak. Each creature within 5 feet of him must succeed on a DC 18 Constitution saving throw or be blinded until the end of the creature's next turn.
Blasphemous Word (Costs 2 Actions). King Kharak utters a blasphemous word. Each nonundead creature within 10 feet of Kharak that can hear the magical utterance must succeed on a DC 18 Constitution saving throw or be stunned until the end of the mummy lord's next turn.
Channel Negative Energy (Costs 2 Actions). King Kharak magically unleashes negative energy. Creatures within 60 feet of him, including ones behind barriers and around corners, can't regain hit points until the end of Kharak's next turn.
Whirlwind of Rock (Costs 2 Actions). King Kharak magically transforms into a whirlwind of stone and rock, moves up to 60 feet, and reverts to its normal form . While in whirlwind form, the King is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.
The Fist of Moradin
The Fist of Moradin is a maul that has been corrupted by the King's avarice and evil intent. It strikes as a +2 weapon. If attuned to the user (as it is in King Kharak's charge), the user can strike the ground causing an earth tremor and reach out to 30 ft. of the user. Enemies so struck must make a Dexterity save with a DC of 18 or fall prone. Spellcasters must also make a Concentration check if they are concentrating on a spell, DC 10. The 5 ft. square struck is destroyed and considered rough terrain.