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System Reference Document 5.2.1
Traits
Legendary Resistance (3/Day, or 4/Day in Lair). If 
the mummy fails a saving throw, it can choose to suc-
ceed instead.
Magic Resistance. The mummy has Advantage on sav-
ing throws against spells and other magical effects.
Undead Restoration. If destroyed, the mummy gains a 
new body in 24 hours if its heart is intact, reviving with 
all its Hit Points. The new body appears in an unoccu-
pied space within the mummy’s lair. The heart is a Tiny 
object that has AC 17 , HP 10, and Immunity to all dam-
age except Fire.
Actions
Multiattack. The mummy makes one Rotting Fist 
or Channel Negative Energy attack, and it uses 
Dreadful Glare.
Rotting Fist. Melee Attack Roll: +9, reach 5 ft. Hit: 15 
(2d10 + 4) Bludgeoning damage plus 10 (3d6) Necrotic 
damage. If the target is a creature, it is cursed. While 
cursed, the target can’t regain Hit Points, it gains no 
benefit from finishing a Long Rest, and its Hit Point 
maximum decreases by 10 (3d6) every 24 hours that 
elapse. A creature dies and turns to dust if reduced to 0 
Hit Points by this attack.
Channel Negative Energy. Ranged Attack Roll: +9, 
range 60 ft. Hit: 25 (6d6 + 4) Necrotic damage.
Dreadful Glare. Wisdom Saving Throw: DC 17 , one 
creature the mummy can see within 60 feet. Failure: 25 
(6d6 + 4) Psychic damage, and the target has the Para-
lyzed condition until the end of the mummy’s next turn.
Spellcasting. The mummy casts one of the following 
spells, requiring no Material components and using 
Wisdom as the spellcasting ability (spell save DC 17 , +9 
to hit with spell attacks):
At Will: Dispel Magic, Thaumaturgy
1/Day Each: Animate Dead, Harm, Insect Plague (level 
7 version)
Reactions
Whirlwind of Sand. Trigger: The mummy is hit by an 
attack roll. Response: The mummy adds 2 to its AC 
against the attack, possibly causing the attack to miss, 
and the mummy teleports up to 60 feet to an unoccu-
pied space it can see. Each creature of its choice that 
it can see within 5 feet of its destination space has 
the Blinded condition until the end of the mummy’s 
next turn.
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after 
another creature’s turn, the mummy can expend a use to 
take one of the following actions. The mummy regains all 
expended uses at the start of each of its turns.
Dread Command. The mummy casts Command (level 
2 version), using the same spellcasting ability as Spell-
casting. The mummy can’t take this action again until 
the start of its next turn.
Glare. The mummy uses Dreadful Glare. The mummy 
can’t take this action again until the start of its 
next turn.
Necrotic Strike. The mummy makes one Rotting Fist or 
Channel Negative Energy attack.
Nalfeshnee
Nalfeshnee
Large Fiend (Demon), Chaotic Evil
AC 18  Initiative +5 (15)
HP 184 (16d10 + 96)
Speed 20 ft., Fly 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 21 +5 +5 Dex 10 +0 +0 Con 22 +6 +11
Int 19 +4 +9 WIS 12 +1 +6 Cha 15 +2 +7
Resistances Cold, Fire, Lightning
Immunities Poison; Frightened, Poisoned
Senses Truesight 120 ft.; Passive Perception 11
Languages Abyssal; telepathy 120 ft.
CR 13 (XP 10,000; PB +5)
Traits
Demonic Restoration. If the nalfeshnee dies outside the 
Abyss, its body dissolves into ichor, and it gains a new 
body instantly, reviving with all its Hit Points some-
where in the Abyss.
Magic Resistance. The nalfeshnee has Advantage on 
saving throws against spells and other magical effects.
Actions
Multiattack. The nalfeshnee makes three Rend attacks.
Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 16 (2d10 
+ 5) Slashing damage plus 11 (2d10) Force damage.
Teleport. The nalfeshnee teleports up to 120 feet to an 
unoccupied space it can see.
Bonus Actions
Horror Nimbus (Recharge 5–6). Wisdom Saving 
Throw: DC 15, each creature in a 15-foot Emanation 
originating from the nalfeshnee. Failure: 28 (8d6) Psy-
chic damage, and the target has the Frightened condi-
tion for 1 minute, until it takes damage, or until it ends 
its turn with the nalfeshnee out of line of sight. Success: 