Medium undead, neutral evil ________________________________________________
Armor Class 13
Hit Points 68 (9d8+27)
Hit Points 68 (9d8+27)
Speed 20 ft.
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Str Dex Con Int Wis Cha
17 (+3) 8 (-1) 17 (+3) 10 (+0) 11 (+0) 14 (+2)
17 (+3) 8 (-1) 17 (+3) 10 (+0) 11 (+0) 14 (+2)
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Saving Throws Wis+2
Damage Resistances cold and bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunity charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft.; passive Perception 10
Languages Primordial
Challenge 3 (700 XP)
Challenge 3 (700 XP)
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ACTIONS
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Multiattack. The hyperborean mummy can use its Icy Glare and makes one attack with its bleak touch.
Bleak Touch. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or have disadvantage on its next ability check, saving throw or attack roll.
Icy Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the hyperborean mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or have it's speed reduced by 20 feet until the end of the hyperborean mummy's next turn . A target that succeeds on the saving throw is immune to the Icy Glare of all hyperborean mummies for the next 24 hours.
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