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The Dying Flame

By Rob Walz

Overview

Weak or Strong Parties

Hidden in the sun-blasted sands of the great


desert is a great pyramid made of black stone. It
is the final resting place of a tyrant from the first
age, a pharaoh who became an avatar for the
death goddess. Priests serving the gods of light
and mercy have sealed the pharaohs evil spirit in
the tomb, warding him away with sacred fires
that burn in towers around the pyramid. But
those fires are dying and his dark spirit has begun
to corrupt the very sands of the desert

Wheres the Adventure?

This adventure is designed for 5 level 15


characters. Your party may be more or less
powerful, if so adjust the adventure using these
general guidelines.
3-4 characters, APL of 13-14: Very weak
3-4 characters, APL of 15: Weak
5 characters, APL of 3: No Change
3-4 characters, APL of 16: Strong
3-4 characters, APL of 17: Very Strong

This isnt a standard adventure, but rather a


detailed description of a mummy lords tomb. It
is intended to be a fully fleshed out setting that
you can add to your ongoing storyline, but theres
no setup, act structure, or overall narrative. The
module also includes some fresh takes on
mummies to keep high level adventurers on their
toes.

whisper of sand sprinkling on stone is always


present. Occasionally the silence is broken by the
sudden rumble of machines grinding just beyond
a wall, or the crash of sand flowing in torrents
through chutes under a flagstone. The dungeon
smells of incense and oils, not unpleasant, and
the undead here are withered and dried, hardly
offensive to the nose.

Fitting Into Your Story

Light. The dungeon is completely dark unless


otherwise noted.

The final resting place of a mummy lord can be


set just about anywhere. The module presents a
classic Egyptian themed setting, with sand,
desert, scarabs, and other familiar motifsbut
the Egyptians didnt have a monopoly on
mummies and ritual burials.
The same dungeon could be set in a jungle,
replacing sand with water, scarabs with snakes,
and dry, dusty halls with dripping, mossy crypts.

Dungeon Overview
The mummy lord is protected by traps, puzzles,
and fiends bound by dark magic. The key feature
of the dungeon is an elevator system that makes
traversing the temple quick, but deadly,
preventing the adventurers from easily escaping.
Sights, sounds, and smells. The dungeon is
completely dry and suffocatingly quiet. The soft

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Ceilings, walls, and doors. Ceilings are ten feet


high unless otherwise noted. The walls are made
of three foot thick granite. All of the doors are
made of the same stone and are hinged in the
center, easily opened with a mere push on either
side, causing them to rotate like a revolving door.
The craftsmanship is solid but simple and from
an ancient human kingdom. The doors and any
particular five foot space of wall has AC 25, 100
hit points, and ignore the first 30 points of
damage from any source except force damage.

Sand
The dungeons mechanical traps, doors, elevators,
and other other objects are powered entirely by
the weight of sand. The sand flows through
chutes, passages, tunnels, and holding tanks
collectively called sand-ways.

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The Dying Flame

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Sand-ways are designed to control thousands of


tons of sand throughout the dungeon. Any
character that explores the dungeon outside of
the described areas will find themselves
journeying through these passages and being
inside the sand-ways is dangerous. Rivers of sand
pour through the passageways without warning,
panels and hidden doors can spring open, trap
doors can open underfoot.
Every ten minutes the characters spend in the
sand-ways, roll 1d12. On a roll of 10-12, a hazard
befalls all of the characters within the sand-way.
Roll of 10: Something smashes into the
characters. Maybe a stone panel swings open, a
huge chain yanks across their path, or a deadfall
catches them by surprise. All characters in the
sand-way must make a Dexterity saving throw,
DC 20, or be knocked prone and take 4d10
bludgeoning damage.
Roll of 11: The characters are buried in a river of
sand. Each character in the sand-way takes 4d10
bludgeoning damage or half that with a
Constitution saving throw, DC 20. If a character
fails the save by 5 or more, they are also buried in
the sand. A Strength (Athletics) check is needed
to get out, DC of 15. Characters with a Strength
less than 10 have disadvantage on the check.
Roll of 12: Choose either scenario above, but the
passage way shifts. Chutes open underfoot,
ceilings shift, passage ways reconfigure
themselves to direct the flow of sand. The
characters find themselves in a random part of
the dungeon.
Once theyve resolved the hazard, roll 1d8 and
consult the list below to see where they end up.

1 Tower of Shifting Sands

5: The Monument Gallery

2: Queens Chamber

6: The Binding Chamber

3: The Unhallowed Tombs

7: Altar to the Mummy


Lord

4: The Endless Coffers

8: Tomb of the Black


Legion

Despite these lethal setbacks, the sand-ways are


easy enough to follow and a character can find
their way back to their starting point, or onward
to another location.
No maps are provided for these chutes, feel free
to create your own if youd like. As a general rule,
any room can connect to any other room through
the sand-ways and it should take at least 30
minutes for a character to traverse any such
passage from one room to another. If the
character has a climbing speed, or isnt slowed
down by climbing, you can half this time.
One notable exception is the Great Tomb. This
room isnt connected to the rest of the dungeon
and no amount of spelunking will reveal an
entrance.

Dark Stasis
The death goddess promised the pharaoh that
hed live forever, that his great pyramid would
never fall to the ravages of time. Her blessing still
protects these unholy crypts.
All physical damage dealt to the dungeon, such as
smashed walls, shattered traps, and broken
doors, is restored at each sunset. Undead
creatures and constructs that have been slain are
resurrected at their original location. Only
destroying the mummy lords heart will end this
magical stasis.

The Great Tomb


The characters will come to a barren stone wall
sealing the Hall of Riddles from the Great Tomb.

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Though the dungeon has been set up to prevent


easy traversal between these rooms (see the
sections on these rooms, below), we suggest you
reward clever characters who may try to
overcome this puzzle in an unconventional way.

Events
These events are optional encounters to challenge
your players or simply give you hooks, ideas, and
inspiration. Some present monsters to fight or
puzzles to solve, while others add flavor
and interest to this dungeon.
Do not use the same event
more than once.
Nest of Vermin. While
exploring a room, the
characters disrupt 2d8
insect swarms: fistsized spiders that swarm
out from cracks in floor,
ceiling, and walls. A
character with a passive
perception score of 15 or higher
spots the swarms before they
attack. Characters that didnt spot the
swarm are surprised.
Tremors. As the characters search an
empty room, tremors from machinery hidden in
the walls begins to disrupt the area. The rumbles
shake the room.
Withering Winds. When the characters open a
coffin, tomb, urn, or other vessel an oily, black
cloud blows out: clearly the work of potent
necromancy.
All characters in the room must make a
Constitution saving throw, DC 15, or suffer a
level of exhaustion from the withering wind.
Deepest Dark. While the characters are battling
mummies, except for the mummies in the Great

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Tomb, a pool of magical darkness appears around


the combat. The magical darkness lasts for 1 hour
and is identical to a darkness spell.
Mummys Bane. While searching for treasure, the
characters find a magical short sword left by a
previous adventurer.
It is a exquisite make, studded with gemstones,
obviously special and emits strong evocation
magic. An Intelligence (History) check, DC
20, reveals the weapon to have belonged to
Arithyrn Darkbane, a human nobel
from a bygone era. He led a
famous expedition into
this temple to destroy the
mummy lord, but never
returned.
If taken, the sword deals
an additional 2d6 fire
damage when it strikes an
undead, but it curses its
user to find and kill the
mummy lord. If the character
does anything that turns away from
this quest, such as leaving the tombs
or taking a rest, the sword fills them
with terrible dread and nightmares.
These nightmares prevent the user from
gaining the benefits of a short or long rest.
The sword is partially sentient and can
communicate basic emotions of fear, anger and
joy to its owner. Once attuned, the sword will not
leave its owners side until the owner is killed. If
thrown away, or destroyed, it reappears on their
hip or in their hand within the hour. Only a
remove curse or similar spell can break this curse,
allowing the owner to break their attunement.
Suffer the Children. While looking for clues along
the walls, the party finds artwork that depicts the
mummy lord sacrificing children to his dark gods
by sealing them alive in coffins.

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Godless Night. While taking a short rest, visions


of the mummy lords death fill the partys mind.
Characters with unused spell slots remaining
must make a Wisdom saving throw, DC 15, or
lose one of their highest available spell slots.
Alternatively they may choose to keep their spell
slot but acquire one of the types of madness from
the game master guide.

be tied to a pack or carried, they weigh two


pounds.
An Intelligence (History) or (Religion) check DC
15 reveals that these are the canopic jars. The jars
grant living creatures advantage on saving throws
against any mummys attacks, gazes, or other
abilities if they are within 5 feet.

Mouthful of Dust. When a character tries to cast a


spell with verbal components, they must make a
Constitution saving throw, DC 15 or their mouth
fills with dust. Whenever they open their mouth,
dust spills out and quickly vanishes. They cant
sing, talk or cast spells with verbal components
until they take a long rest or use the a remove curse
or similar spell to break the affliction.
Whispers From Beyond. At any time the
characters arent in combat and are not currently
resolving an encounter, they being to hear
whispers luring them below, promising them the
key to the mummy lords destruction. These are
devils, sealed away in the ankhs in the Binding
Chamber. They try to lure the characters into that
room and get them to touch one of the ankhs.
The demons often try to pass themselves off as
the souls of the mummy lords victims, sealed
away and unable to pass on to their afterlife.
Flesh to Dust. While searching a room for clues
or hidden doors, the party finds a wall inscribed
with odd glyphs. The names of the glyphs can be
identified and spoken using an Intelligence
(Arcana) DC 20 check. If they are spoken, or if
the glyphs are touched or prodded, the glyphs
activate.
All living creatures that have a good alignment
and are within 100 of the glyph must make a
Constitution saving throw DC 13 or have their
hit points reduced to 0.
Jar of Nothing. While searching for treasure, the
party finds clay jars filled with dust. The jars can
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Random Encounters
For every 10 minutes the characters spend in the
dungeon roll 1d20. On a roll of a 17-20, roll 1d10
and consult the table below.
If the characters just finished a combat encounter
and made noise that could reasonably be heard
through the thick stone walls, then on your next
random encounter check, roll the d20 three times
and keep the highest roll.
Random Encounters
1

Wandering Mummies. 2d4 mummies notice the

Mummy Abjurers. The characters are attacked


by 1d6 mummies and 1d4 mummy abjurers.
The mummies are no more than 40 away
when they come shambling out of alcoves at
the characters.

Golems. The character are approached by 1d4


stone golems. The golems are enroute to the
Monument Gallery and will not attack unless
provoked.

characters, shambling toward them. The mummies are


at least 60 away from the party when they notice the
characters.
2

Stone Golem. 1 or 2 stone golems encounter the


characters, with commands to destroy any living
creature.

Sand Spill. Sand spills into the room from an unseen


crack above. Characters must make a Dexterity check,
DC 20, or take 4d10 bludgeoning damage - half on a
successful save. The sand makes the room difficult
terrain. If you are rolling on this table because the
characters made too much noise, skip this result and
roll again.

Grave Robbers. The characters come across a


band of grave-robbers, 2d6 veterans lead by
1d4 mages. The robbers are unfriendly to the
characters and may attack if they outnumber
the characters. They are here to plunder the
Endless Coffers.

Deadfall. Loose stones fall from above, or the floor


cracks open, dropping the characters into a pit, dealing
3d6 bludgeoning damage. Scaling out of the pit, or out
of the fallen rubble, requires a Strength check DC 20 or
ten minutes of effort. The loud noise triggers a second
encounter. If you are rolling on this table because the
characters made too much noise, skip this result and
roll again.

Malfunctioning Trap. A malfunctioning trap


blocks passage out of a room. A successful
Intelligence (Investigation) check, DC 20, is
needed to disarm the trap, on a failed check,
the trap deals 4d10 damage of a chosen type to
the characters trying to disarm it. If you are
rolling on this table because the characters
made too much noise, skip this result and roll
again.

Cursed Magic Item. The characters notice a minor


magical itema potion, scroll, or ringbut when it is
used or attuned, it reveals it has no valuable properties
and instead curses the user, casting bane on him or her.
Only a long rest or remove curse spell breaks the spell. If
you are rolling on this table because the characters
made too much noise, skip this result and roll again.

10

Mummy Warriors. The party encounters 1d8


mummy warriors. The warriors are
transporting a damaged relic to the Endless
Coffers and only attack if they are attacked
first.

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Treasure. The iron golems shell is affixed with


gemstones worth a total of 850 GP.

Entrance Chamber
The stone door pushes open, rotating on a central axle,
revealing a wedge shaped room. The walls narrow from
the entrance into a ten foot slab of stone. Hieroglyphs
adorn the slab, explaining that sacred crypts lie beyond.
A metal statue, eight feet tall, face shaped into the
likeness of a hawk, guards the far wall. It holds a heavy
sword and fist-sized opals, rubies, and other gemstones
glimmer from the statues breast. Behind the statue is a
moon-shaped relief of stone that appears to be some sort
of huge button.

For Weak or Strong Parties: For weak or very


weak parties, reduce the iron golems hit points
by 50% to represent its aging frame and joints,
for a strong or very strong party, the iron golem
can reroll the die to recharge its breath weapon
once each turn.

Hall of Riddles (Elevator)


Small piles of sand cling to the corners of this square
room. At the northern face there is a doorframe, but the
passageway seems to be sealed up with solid stone.

The slab of stone behind the statue is a hidden


door, hinged like the other doors found
throughout this dungeon. Simply pushing on the
door opens it. The door isnt well hidden, and
merely approaching within five feet of it reveals
its purpose.

The glint of gemstones catches your eye from the eastern


wall where three ornate sculptures are affixed to the
stone. Scarabs, each made from a different material:
ruby, onyx, and silver.

The room is protected by an iron golem that


attacks if the characters try to open the door
without presenting a suitable sacrifice: the heart
of a humanoid, still fresh and bleeding.

On the western wall you see a row of stone sigils. From


south to north, the sigils depict a sun, a moon, a cloud,
and a wave. The sigils may be buttons - it looks like you
can press them.

If the iron golem activates, it will first attempt to


stop intruders from fleeing by pressing the moonshaped stone relief behind it, this locks the
entrance door. The entrance door is far tougher
than anything else in the dungeon. It has AC 30,
300 HP, and ignores the first 50 points of damage
it suffers.
Tactics. The wedge shaped room is the exact size
of the golems breath weapon, so it actively uses
that power as often as it can. There is nowhere to
hide in this room, it is too empty and barren.
The golem will pursue the characters with the
intent to kill them and fights to the death. If it
loses sight it will continue to search the area it
last encountered the characters for an hour, then
it will return to the position by the door.

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This room serves as an elevator to whisk


characters quickly through the dungeon. The
sigils are buttons that activate an elevator system.
The scarabs are indeed made of gemstones, but
powerful abjuration spells protect them from all
damage. The scarabs are magical, each detailed
below.

Stone Sigils
Pressing a sigil into the wall takes an action.
Once pressed, gears and weights begin grinding,
thundering, and rattling around the room,
shaking loose sand into piles in the corners. The
room moves rapidly through the dungeon, pulled
by chains and pushed by sand.
While in transit, the stone in the doorframe races
and moves, an Intelligence (Investigation) check,

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DC 15, suggests the room is rotating around a


single, huge column. When the room stops at a
destination, the doorway always opens into
darkness, with the destination room waiting
beyond.
You can read the following the first time the
room begins whirling through the dungeon:

Destroying the Scarabs. The scarabs cant be


destroyed with mundane means, they are
immune to all forms of damage and spells of level
8 or lower. The Scroll of Ten Thousand Names, found
in the Altar to the Mummy Lord can be read to
destroy the scarabs, but they will reform again at
the next sunset.

Pressing the sigils causes a heavy grinding sound to


thunder from deep within the walls. The room begins to
tremble! The crushing weight of a huge wheel rotates
underfoot.

Onyx Scarab. This scarab radiates powerful


necromantic magic. Black scarabs represent death
and decay. Living creatures can not regain hit
points from taking long or short rests in the
dungeon so long as this scarab remains intact.

The room is moving! It gains speed quickly, shaking sand


and grit loose from the ceiling. The blank stone wall
wheels away from the doorframe, revealing a black, open
passage as the machinery, and the room itself, rumbles to
a stop.

Silver Scarab. This scarab pulses with divination


magic. Silver scarabs represent luck and fortune,
in this case bad luck. Living creature in the
dungeon have disadvantage on death saving
throws until this scarab is destroyed.

Each sigil sends the elevator to a specific room.


Only the following combinations send the room
to a new destination, any other combination has
no effect. The room starts at the Great Tomb, but
the wall is sealed and cannot be traversed easily.
Sun & Cloud: Tower of Shifting Sands
Sun: Queens Chamber
Sun & Wave: The Unhallowed Tombs

Tower of Shifting Sands

Moon & Cloud: The Endless Coffers

A circular room, 100 feet in diameter spreads before you.


The room is entirely full of sand. The walls reach forty
feet high, with pillars and columns decorating their
facades.

Moon: The Monument Gallery


Moon & Wave: The Binding Chamber
Cloud: Altar to the Mummy Lord
Wave: Tomb of the Black Legion
Sun & Moon: Great Tomb

Magical Scarabs
The scarabs were made to guard the tombs from
living intruders. A detect magic or similar spell
reveals the auras of the spells described below,
but divination magics may be subject to the
mummy lords lair powers (see the official game
manual for more information).

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Ruby Scarab. Abjuration magic infuses this


scarab. Rubies and the color red suggest
protection, and this scarab protects the elevator
with a type of anti-magic field that prevents
teleportation into or out of the Hall of Riddles. It
also makes the wall separating the elevator from
the Great Tomb immune to all damage and spells
other than a wish spell.

The columns are carved with the gasping faces of vipers.


Streams of sand spill between their stone fangs. A large,
marble hand reaches up from the sands, grasping at the
sky.
This room is the main reservoir of sand that fuels
the dungeons mechanics, from elevators to traps.
It is shaped like a funnel, with a huge, rotating
arm at the base that draws sand down into the

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sand-ways. As sand filters out, new sand enters


through the snake heads.

turn still restrained by the sand is sucked down


ten feet.

Even if the characters stop the flow of sand, it


wont stop the traps or other mechanics from
working - tons of sand still remain in the various
chutes, reservoirs, and holding tanks throughout
the sand-ways and keep the mechanics
operational. It will, however, affect how the Hall
of Riddles operates and prevents the party from
being able to easily disable the traps in the
dungeon. See the section on that room for more
details.

A Strength saving throw, DC 19, is needed to get


out of the sand. Crawling up through the sand
isnt easy - the whirlpool also counts as difficult
terrain.

Buried in the sand are six pillars, and a stone


golem.
If a living creature steps into the room, the huge
mechanical arm begins rotating far below. Sand
begins to drain out of the room, creating a
whirlpool.
Whirlpool. The whirlpool is triggered as soon as
anyone walks on the sand, and stops again if all
creatures get off the sand either by flying,
climbing, or staying on the pillars.
The trap is triggered by a magical ward that
protects the room. The ward is invisible but can
be detected with a detect magic or similar spell. It
can only tell the difference between a living and
non-living creature. Fooling the ward or
convincing it that the creatures inside arent
living will also stop the trap.
Once activated, sand falls downward at an
alarming rate. Walking across the sand counts as
difficult terain. Anyone standing on the sand
must make a Dexterity saving throw, DC 19, or
be sucked into the sand, being blinded, deafened,
grappled and restrained by the sand.
A character that ends their turn trapped in the
sand begins to suffocate and keeps suffocating
until they are freed. A character that ends their

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Other characters can use their action to try and


pull a friend out of the sucking sand, with the
same Strength check.
Tactics. The stone golem will slowly reveal itself
starting on the round the trap is triggered. On
round one, only its head is visible, on round two
its upper body is fully visible and it can attack, on
round three it can leap from its pillar and move.
It avoids the whirling sand by leaping from pillar
to pillar, trying to throw intruders into the sand
rather than fight them conventionally.
The sand runs out in 10 rounds, dropping the
level of the sand by 10 feet each round, to reveal
a cylindrical room, 140 feet tall (the characters
enter at a point that is 40 feet below the ceiling
and 100 feet above the actual bottom of the
cylinder).
The floor of the room is filled with small holes,
the size of a human finger. The spinning arm can
be clearly seen moving under and through these
holes.
Strong or Weak Parties. If the party is strong,
increase the stone golems hit points by 70 and
increase its size to huge. If the party is very
strong, do not increase the golems hit points but
add an additional golem.

Developments
If the trap is triggered and all of the sand empties
out of the room, the elevator has a 25% to
become stuck for 1 hour. Roll a percentile die
each time the elevator is used. If the elevator is
stuck, it may become filled with sand. Roll to see

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if the characters are affected by the hazards of the


sand-ways as if they were in those tunnels.
Additionally, the trap controls in the Monument
Gallery become useless.

The Queens Chamber


Dim light from oil lamps lights this rectangular room.
An opulent chamber fit for royalty, it is filled with
plants, silken tapestries, four copper fountains greened
with patina, and rows of delicate, jade pillarsall
untouched by time.
In the center of the room are four upright sarcophagi.
Three are plain sandstone but one is plated in gold and
decorated with mosaics of flawless gemstones. As you
approach the gilded coffin you hear a faint singing from
within.
The mummy lord had many paramours during
his reign, this room is dedicated to his lover and
her mummified remains rest here. The room is
under the effects of illusions that make it appear
filled with living, vibrant plants and colorful
decorations, but the plants here withered to dust
centuries ago, the tapestries moldered to threads,
the urns lay shattered and broken.
Sarcophagus. The sarcophagus is sealed, but a
Strength check DC 25 can pry it open, or thieves
tools can be used to pick its complex locks with
a DC 25 check. Markings on the sarcophagus
explain who is entombed within.
If any coffin is opened, the illusions in the room
fade and three mummy warriors emerge from
the unadorned sarcophagi and attack.
These warriors are the queens personal guard,
who followed her into death to protect her
remains. They are armed with magical polearms
that deal an additional 2d8 force damage when
they strike a target.

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When the characters open the gilded coffin read


the following:
Bones wrapped in a cloth-of-silver shroud rest in the
coffin. A blackened skull grins at you, a band of
diamonds shimmering from its brow. A faint song
whispers from the skull.

Singing Skull
wondrous item, legendary (requires attunement by a
creature with a non-lawful alignment)
The mummy lords paramour earned her
heavenly voice not from angels, but from a baron
of Hell. The songs whispered by the skull are
litanies of praise to the princes and dukes of Hell.
Dark Blessings. While in possession of the skull,
the owner gains temporary hit points equal to
their Charisma score whenever they reduce a
creature to 0 hit points.
Infernal Pact. At sunset, the skull stops singing
and whispers an offer to its user. If the attuned
creature willingly suffers disadvantage on all of
their saving throws, the skull grants them
advantage on all of their attack rolls and allows
them to reroll a roll of 1-2 on any damage die
they roll but must keep the new result. If the
character fails a saving throw, the skull deals
4d10 necrotic damage to them.

The Unhallowed Tombs


Before you is a square room with towering ceilings. The
walls are painted with murals depicting a prince in a
throne of gilded bones, overseeing the butchering of
countless innocents. Opposite this dreadful painting is a
row of ten golden sarcophagi affixed to the wall, about
ten feet above the floor.
This room is a burial chamber for the mummy
lords most worthy foes - the prophets of light
and goodness. He had them hacked to pieces and

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their remains fed to swarms of scarabs. Those


scarabs still live in the coffins and their seething
mass holds the coffins closed, requiring a
Strength DC 14 check to pull open.
If the coffins are opened, the swarms burst out
and form into a writhing horror.
Tactics. The writhing horror attempts to stop
spell casters first, by engulfing them. It then
turns its attention to more armored opponents. It
will not leave the room, returning to its coffins
and re-sealing them if the characters flee.
The swarm regains all of its hit points after a
short rest in the coffins.

The Endless Coers


The doorway reveals a long, narrow room. Marble
pillars line the walls, huge clay urns painted with gold
leaf sit between them, overflowing with mounds of coins,
gemstones, jewelry, silken tapestries, and other exotic
and ancient treasures.
The treasure in this room is, in fact, real, but if it
is removed from the room by a living creature it
turns into dust. Any creature that removes even a
single coin from this horde must make a Wisdom
saving throw, DC 25, or be afflicted with three
distinct curses, requiring three separate castings
of remove curse or a similar spell.
If the curse is broken, roll 1d6. On a roll of 1, the
person responsible for breaking the curse gains
one level of exhaustion.
Curse of Rot. The afflicted creature loses 1d10 hit
points each hour, these hits points can not be
restored by any means until the curse is broken.
When the victim reaches 0 hit points, the
creature turns into dust.
Curse of Exhaustion. The creature gains one level
of exhaustion each hour, if they take a rest, they

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do not gain a new level of exhaustion during that


time but they cannot recover from exhaustion by
any means until the curse is broken.
Curse of the Arcane. The affected creature has
disadvantage on all saving throws against magical
effects, spells, or attacks.

Treasure
Coins, gemstones, art objects and other
incidental treasures taken from this room will
crumble to dust if removed, but there are 1d6
rare magical items and 1d4 very rare items of
your choice in the hoard. The mummy lord
collected all manner of magical items throughout
his reign, but was particularly interested in
magical items that helped him summon and
control elementals, demons, devils and other
outsiders.

Monument Gallery
The dimensions of this hall are breathtaking - ceilings
rising so far they fade into darkness. The place is lit by
oil lamps affixed all along the walls, burning with
eternal light. Huge statues of sphinxes, pharaohs,
scarabs, and old gods loom over the shadows of this
gallery. A massive sinkhole dominates the center of the
room, as if a mighty fist shattered the very stone.
This room is a monument gallery to the mummy
lord, each work of art celebrates his rule. The
hole in the floor opens to a dark chasm that falls
500 feet below to the Binding Chamber. It is
possible to climb down, requiring an Strength
(Athletics) check, DC 20.
Hidden Door. There is a door hidden in the side of
a monument. A Wisdom (Perception) check, DC
20, will spot it. Inside the monument is a small
room with a series of stone levers that leak sand
when touched. Activating the levers prevents the
sand in the Tower of Shifting Sands from draining
out, or fills the room again with sand. If done,

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this prevents traps in the dungeon from


operating.
Activating the levers also affects the sand-ways.
The passage ways remain dangerous, but if you
roll to check for a hazard, ignore any roll of 1-10,
only resolving an 11 or 12.
If the sand has drained out of the Tower of
Shifting Sands when the characters find this
room, these levers dont work at all - they wont
even budge, and a Strength check DC 20 will
simply snap them off.

touches a wall, spear darts out, dealing 4d10


piercing damage. If a character makes a Dexterity
saving throw, DC 20, they take half damage. If a
saving throw fails by 5 or more, the character is
also grappled by the trap. They can attempt to
break the grapple at the start of their turn,
beating a Strength (Athletics) or Dexterity
(Acrobatics) check DC 10 to escape.
Weak or Strong Parties. If the party is weak or
very weak, remove one demon. If the party is
strong or very strong add three elder mummies,
that come clamoring out of the wreckage.

Binding Chamber

Altar to the Mummy Lord

The darkness opens to a barren room, the ceiling crushed


by falling stones from above. It seems whatever
happened to destroy the room, happened centuries ago.
Among the ruins you see several massive, silver ankhs,
each as large as a man and glowing as if heated by some
ancient, arcane fire.

The walls of this room are plated in gold and platinum


hieroglyphs and rise up twenty feet from the floor. A pit,
90 feet wide, bisects the room into a northern and
southern half. The walls inside the pit are made of solid
gold! A round, column of sandstone spans the pit like a
bridge. The column is covered in mosaics depicting grim
rites. Across the pit is a lifelike marble statue of a
pharaoh holding an ornate scroll case made entirely of
gold.

This was the room used to summon and bind


demons. The demons are bound to the ankhs, the
metal glowing red hot with their demonic fury.
Anyone that touched an ankh takes 8d10 fire
damage, or half that if they make a successful
Constitution saving throw, DC 17.
If touched, all of the ankhs crack open, releasing
two corruption demons.
Avoiding the Demons. The demons only appear if
the ankhs are touched.
Tactics. These demons are forced to protect the
tombs and they fight to the death. They know
about the hidden spears in the walls (see below)
and will attempt to shove character into the wall
to activate the traps.
Traps. Stone spears are hidden in the walls here.
A Wisdom (Perception) check, DC 20 will spot
the holes hiding these spears. If a character

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When a character enter this room, the complex


trap that guards this room begins to activate.
Acid begins spraying from holes in the ceiling,
filling up the pit. The door to the elevator slams
shut, sealing them inside, and fully engaging the
trap. If you want to roll a combat scene for these
activating components, then consider the trap to
always go on initiative count 20.
It is possible that the slamming door divides the
party. Characters that are entering the room must
make a Dexterity saving throw, DC 20. Failure
means they end up on a random side of the
slamming door (either in the Hall of Riddles or in
the Altar to the Mummy Lord). Success means
they end up where they intended. If they fail by 5
or more, they are pinned under the door itself,

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taking 4d10 bludgeoning damage and are


restrained.

Trapped Room

Stone Door. The door is AC 20, is made of stone,


and has 100 HP with a 20 damage threshold.
A Strength check, DC 25 can raise the closed
door up far enough for a single person to crawl
under. A character can hold the door up, but sand
starts pouring through the doorframe, trying to
push the portal back into place! The character
must make a new Strength check at the start of
each of their turns. Each turn, the DC goes up by
5. If they fail, the door falls. The new DC to raise
the door again is whatever it was when it fell.

This is a complex trap that works in phases. Even


the characters used the levers in the Monument
Gallery, this trap isnt deactivated.

Treasure
The Scroll of Ten Thousand Names. The scroll is a
litany to the mummy lord, and when read
anywhere in the dungeon, it causes the magical
scarabs in the Hall of Riddles to shatter and
opens the sealed passage leading the Great Tomb.

Phase 1: The pit fills with acid and the


door falls shut, as described above.
The pit becomes full in 10 rounds (1
min). The acids horrid fumes cause
everyone in the room to be poisoned
unless the make a Constitution saving
throw DC 15. A creature that starts
their turn in the acid takes 100 acid
damage and the damage destroys
anything not made of gold or immune
to acid damage.

Phase 2: If anyone tries to cross the


pit by using the column, the column
begins to spin. Any character trying to
cross the spinning column must make
a Dexterity (acrobatics) check, DC 20,
or be thrown into the acid. A Strength
(Athletics) check DC 20 can be made
to grab onto the column and not fall,
crawling along at half speed. The
bridge (column) is 90 feet long and 5
feet wide.

Phase 3: If someone crosses the pit


and takes the scroll, the bridge starts
cracking, and falls apart in 1 round. If a
character is on the cracking bridge they
have disadvantage on all Strength and
Dexterity checks and saving throws.
The scroll case is immune to the acid,
protecting the scroll inside unless it is
opened.

Phase 4: Once the bridge collapses,


the ceilings begin to lower and the
walls begin closing in, causing medium
sized characters to squeeze in the
room after lowering for 3 rounds, and
causing small creatures to squeeze
after 5 rounds of lowering. All
characters are crushed to death after 7
rounds of lowering. The ceiling stops
level with the pit, so the pit is actually
a safe place from the ceiling if not for
all of the acid.

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Tomb of the Black Legion

curse, three greater healing potions, and a shield


+2.

The door opens to reveal a room filled with burial urns.


Inscriptions on the walls mark this site as the resting
place of the pharaohs elite guards, the Black Legion.

The Great Tomb

An Intelligence (History) check, DC 15, reveals a


few details about the Black Legion. Utterly
devoted to the death cults of the ancient
kingdoms, they were feared warriors that
composed the mummy lords elite troops.
If the characters venture into this room, 3 elder
mummies and a mummy warrior rise from their
graves and attack. The elder mummies buried
here are more intelligent than those listed in the
appendix, they have an Intelligence of 14 (+2).
Waking the Dead. Fighting in this room will
being to stir the dead from their rest. On
initiative count 20, add a mummy to the battle.
The mummy will come staggering from a burial
urn no more than 30 feet from a character of your
choice.
Using the Hall of Riddles. The elder mummies
that are buried here know the secrets of the Hall
of Riddles, and will attempt to get into the room
if possible and direct the elevator to the Binding
Chamber. Once there, they will summon the
fiends bound there and send them after the
characters. The elder mummies will then try to
find and destroy the Scroll of Ten Thousand
Names.

The bare wall crumbles to sand, and beyond stretches a


massive crypt. Rows upon rows of coffins stand upright
flanking a bare stone pathway that leads to a dais. Three
thrones wait on the dais, a withered, mummified corpse
sits in each one.
The corpses on either end wear tattered, blue robes and
moldering turbans while the central throne seats the
remains of a warrior still clad in ringmail, an ancient
greatsword across his legs.
This is the great room burial chamber of the
mummy lords champion, a knight devoted to the
powers of death, decay, and fear. The armored
corpse is his, the silent, merciless guardian of his
brothers crypt.
The room is untouched by time, the floor covered
in dust and sand. There are hundreds of coffins in
this room, so many that any space not on the
pathway to the dais is considered difficult terrain.
The coffins can be pushed over, but wont make
the terrain any easier to navigate. They can be
destroyed, however. They have AC 10, and 10 hit
points and are vulnerable to bludgeoning and
thunder damage. Five coffins fill a five foot area.

Strong or Weak Parties: If the party is weak,


remove 1 elder mummy. If they are very weak,
remove the mummy warrior. If they are strong
or very strong, add a mummy abjurer.

Entering the Great Tomb. The doorway sealing the


Great Tomb from the Hall of Riddles is immune
to any sort of damage, and teleportation magic is
foiled, so long as the ruby scarab remains in tact.
Reading the scroll scroll of Ten Thousand Names
will destroy the scarabs and shatter the wall
sealing the rooms apart.

Treasure

Exploring the Great Tomb

A doomed adventuring party met their end here,


many years ago. Scattered among the coffins are
the remains of their gear: five potions of remove

This vast room is filled with coffins ranging from


simple to opulent. When the mummy lord was
entombed, his entire court, bloodline, and all of

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his servants committed ritual suicide so they may


pass into the underworld with their master.
Among those dead were powerful clerics,
prophets, and warriorsinterred here in ornate
tombs.
A passageway lies hidden inside one of the
coffins, the false back pushing away to reveal a
narrow, jagged hall. This door can be found with
a Wisdom (Perception) check, DC 20, but only if
the characters actively open and search inside the
coffins.
Opening the coffins wakes the undead, however.
The passageway winds away into a natural
cavern, going for sixty feet and becoming so
narrow that medium or larger creatures must
squeeze through the space. It leads to the
Hearts Chamber.

If they are defeated, two mummy abjurers join


in the combat, arising from their seats near the
guardians throne, or from coffins within 60 of
the guardian of the tombs.
Once the abjurers are defeated this cycles starts
again and only stops once the guardian of the
tombs is defeated.
Tactics. The guardian will hold its word of death
power as a last resort, preferring instead to wade
into battle. The other mummies follow its lead,
either attacking or aiding as best suits the
situation. They will try to protect the guardian at
all costs and all undead fight to the death. If the
players flee, they give chase.
The guardian will not activate the controls on the
throne, refusing to put its master in harms way.
Characters that try to activate or interact with the
falling throne earn its ire.

Waking the Undead


A host of mummies arise to fight the intruders,
lead by the mummy lords champion, the
guardian of the tombs. The mummies rise in
waves to replace their fallen numbers, and will
not stop rising until the guardian is slain.
New mummies enter combat on initiate count
20.

Weak or Strong Parties. If the party is weak or


very weak, remove one mummy of your choice
from each wave that rises. If the party is strong,
add an additional elder mummy to each wave. If
the party is very strong, add two elder mummies
to each wave.

On the first round of combat, the characters face


three elder mummies, and the guardian of the
tombs.
If the elder mummies are slain, the following
round one mummy warrior and one mummy
wizard join the battle, emerging from the coffins
within 90 of the characters.
If these mummies are defeated, two mummy
warlocks join the combat on the next round,
waking from the coffins within 30 of the
characters.

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The Falling Throne


A Wisdom (Perception) check, DC 15 reveals that
the central throne sits on a flagstone that is a
different color than the others, with wide, deep
spaces around the joints of the stone. Read the
following:
The central throne is affixed to a flagstone of pale rock,
with iron bolts thick as your fist. The stone is a different
type than the others in the room. A closer look reveals a
gap a few inches wide around the perimeter of the
flagstone.
If a few minutes are spent searching the throne,
the characters find some of the hieroglyphs along
the armrests can be pressed. If they are, the
throne descends downward and black, noxious
smoke rises up. Every creature within 40 feet of
the throne takes 30 (6d12) poison damage or half
as much on a successful Constitution saving
throw, DC 25. Creatures that fail this saving
throw are also poisoned.
A creature sitting on the throne when it descends
has disadvantage on the saving throw.
The throne descends forty feet into a small
chamber only large enough to hold the throne.
The chamber is completely dark. If a character is
on the throne and can see into the darkness, read
the following:
The throne has descended some forty feet into a small
chamber at the bottom of a vertical passage. The jeweled
heads of asps, vipers, and cobras peer down onto the seat
- statues with gasping mouths and ivory fangs.
A few moments after the throne stops its
descent, black sand begins pouring from the
vipers mouths. This is the mummy lords
remains. It takes one round for the sand to cover
the throne, and another round for it shape itself
into the mummy lord. Once this happens, the

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throne rises again, this time with its rightful ruler


in the seat.
If a creature is on the throne when it begins to fill
with sand, they must make a Charisma saving
throw, DC 25, or be affected by a banishment spell.
If a dispel magic or similar spell is cast on the
throne, it ends the banishment, otherwise the
character is banished for 1 minute.

Fighting the Mummy Lord


The mummy lords presence changes the room,
causing the sand grow cold, the air to grow heavy
with the smell of decay, and hidden traps to
spring to life.
While the mummy lord is not incapacitated, roll
1d6 whenever a creature other than the mummy
lord moves more than five feet through the sands
in the room. On a roll of a 1, iron spikes burst
up from the ground in a spray of sand, dealing
6d10 piercing damage, or half as much on a
successful Dexterity saving throw DC 20.
If the party disabled the traps by using the
controls in the Monument Gallery, this trap
doesnt activate.
Strong or Weak Parties. If the party is strong or
very strong, have the traps go off on a roll of 1 or
2 on a 1d6.

Developments
Defeating the mummy lord and his minions
means little. Unless the mummy lords heart is
destroyed as well, the mummy lord will resurrect
as black sand at the next sunset. All of his
minions, including the guardian, will return as
well. If this happens, the mummy lord takes
greater countermeasures against the characters preparing different spells, setting up ambushes,
and even summoning the demon from the
Hearts Chamber.

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Treasure
Buried in the sand are chests full of coins,
flawless sculptures, mosaics, gemstones, jewelry
and magical items. The coins, gemstones, art
objects, and other valuables are worth a total of
15,000 GP.
Among the treasures is a legendary magical item,
2 rare magical items, and 6 uncommon magical
items of your choice. Items such as scrolls,
potions, rings, and worn trinkets or clothing
make good options for the mummy lord.
The legendary items you choose can certainly be
used by the mummy lord during combat. A good
choice for a legendary item would be a talisman
of ultimate evil.
Sample legendary magical items are found at the
end of this module, use them if youd like.

Hearts Chamber
The narrow passage opens into a massive chamber of
rough, uncut stone. Hundred of sharp, sickle like
stalactites hang from the domed ceiling of this chamber.
The walls rise up some eighty feet, outcroppings of stone
making it possible to climb, leap, and tumble around the
room. Your eyes are drawn to the floor before you, where
a massive ankh of wrought iron is bolt into the floor.
Faint, in human screams of pure rage rattle from the
depths of the ankh.
The narrow passageway hidden in the Great
Tomb winds about sixty feet into sharp, natural
rock, ending in a dome shaped cavern. A huge
ankh made of iron is inset into the floor. It glows
with a pulsing red light and anyone standing near
it can hear faint, inhuman growls and screams.
Contained inside is the raging spirit of a morax
demon.

lightning, flying above the ankh, if living


creatures enter the room. It demands to know
what they are doing. The demon has no love for
its master, but it has been centuries since it has
felt the hot blood of mortals drench its talons - it
relishes the chance to slaughter and rend.
Tactics. The demon pursues the characters
through the dungeon, teleporting through walls
and around obstacles but will return to its lair if
it drives the characters out of the dungeon.
The demon will attempt to teleport around its
enemies, and will try to destroy clerics, paladins,
and wizards first, knowing other characters are
easy game without their allies. It knows the
dungeon will restore itself each sunset, so it has
no qualms with destroying fixtures in various
rooms and otherwise rampaging through the
crypts.
Bartering With the Demon. The demon has no
love for the mummy lord but it is compelled by
ancient magic to follow its master. It cannot
willingly give away, open, or destroy the iron orb
around its neck and it doesnt know what is
inside the orb. The demon will explain that the
mummy lord knows the demons true name which grants great power over the fiend. Only
spells of level 8 or higher can break such a bond if such magic even exists.
The Mummys Heart. The demon wears an iron
orb around its neck. While the demon lives, the
orb is indestructible. If defeated, the demon
crumbles to ash and the iron orb opens, revealing
the withered remains of the mummy lords heart.

The demon is bound to serve the mummy lord


and will appear in a cloud of smoke and red

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Sample Legendary Magical Items


Sirocco
Weapon (scimitar), legendary (requires attunement by a creature of a non-good alignment)
Made of dappled steel, the curved blade of Sirocco gleams with a pale blue light. The dragon bone pommel is
decorated with mosaics of rubies.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. It has the following additional
properties.
Celerity. You are under the effects of a haste spell so long as you hold this weapon in hand. As soon as the
weapon is dropped or sheathed, you lose the effect but do not become lethargic.
Majesty. The weapon fills the minds and hearts of those around you with awe. While holding the weapon in
hand, you gain advantage on Charisma checks against any creature within 100 feet that can see you.

Ruby Orb
wondrous item, legendary (requires attunement by a cleric or paladin)
This fist sized ruby glows with a faint light, creating dim light up to 10 around you. While you grasp it in hand,
you hear an inhuman voice whispering gibberish. The orb can be used as a focus for your spells, if it is, you gain
advantage on spell attack rolls. It has the following additional properties.
Banishment. You can use your action to cast banishment on a creature you can see within 60 of you, if they fail a
Charisma saving throw, DC 18, they are banished into the ruby. While a creature is in the ruby and you have the
ruby in hand, you can add their Charisma or proficiency bonus (whichever is higher) to your attack rolls, saving
throws, and ability checks. You can free a creature as an action, but otherwise only a wish spell can release them
from the ruby. Only one creature can be banished at a time. While banished the creature is incapacitated, but
doesnt age, doesnt need food or water, and any disease, poison, or magical effects on the creature are suspended
and do not have an effect until the creature is released.

Sta of the Old Kingdom


Weapon (quarterstaff), legendary (requires attunement)
This staff is made of iron but gilded in gold, azure gemstones, and a silver ankh of flawless diamond. It was the
prized possession of the pharaohs of the old kingdom, a sign of their absolute power.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional
properties. The staff has 6 charges and regains 1d4+1 charges each day at sunrise.
Spells. The staff can cast the following spells by spending charges, with a spell save DC of 17:
1 charge: bane, bless, command
2 charges: clairvoyance, spirit guardians, zone of truth
3 charges: dominate person, geas, planar ally
Protection of the Gods. The weapon protects its user with the favor of the gods, granting them immunity to
damage from nonmagical weapons.

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Crown of the Old Kingdom


armor (helm), legendary (requires attunement)
This gold and silver headdress is the sacred crown of the ancient pharaohs. The spirits of all past pharaohs have
left a measure of their power in the crown.
Magical Prowess. While you wear the crown you can choose three spells from any classs spell list and you may
cast each spell once. The spells you choose must be of level 3 or lower. You use the spell casting ability that the
class uses when calculating your spell save DC and spell attack bonus. You can cast the spells again at the next
dawn.
Martial Prowess. While you wear the crown you can choose three maneuvers from the Battle Masters list of
maneuvers. You can use these maneuvers as if you were a battle master. You have three superiority dice and they
are all d8s. If you already have the combat superiority class feature, add three additional maneuvers to your list but
keep your superiority dice.
Lost Knowledge. While you wear the crown you gain proficiency in three additional skills and languages of your
choice.

Scarab of the Dead Gods


wondrous item, legendary (requires attunement)
A scarab of deep, polished onyx hangs from a golden chain. The amulet is cold to the touch and when worn
changes the users appearance so they appear pale, gaunt, and sickly. This effect fades over the course of ten days
after theyve broken their attunement to this item.
While attuned, you deal an additional 1d12 necrotic damage whenever you deal damage with a weapon or spell.
You can use your action to activate the amulet and cause tremendous pain to a creature you can see that is within
60 of you. The creature must make a Constitution saving throw, DC 20, or suffer 8d10 necrotic damage and be
incapacitated for one hour. If they are reduced to 0 hit points by this damage, you can animate their corpse as a
bonus action. You can choose to turn the corpse into a wight, mummy, or wraith that is under your control for
one hour. You cant use this ability again until the next dawn.

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Corruption Demon

Guardian of the Tombs

Medium, fiend (CE)

Medium, undead (LE)

AC: 18 (natural armor)

AC: 18 (plate)

HP: 140 (12d8+50)

HP: 220 (18d8+50)

Speed: 30, Fly 50

Speed: 30

CR: 12 (8,400 XP)

CR: 17 (18,000 XP)

Senses: Perception 14, Darkvision 120'

Senses: Darkvision 200'; Passive Perception 18

Languages: Common, Abyssal

Languages: Common

Resists: bludgeoning, piercing, and slashing damage from

Resists: bludgeoning, piercing, and slashing damage from

nonmagical weapons

nonmagical weapons

Damage Immunities: fire, acid, cold, lightning

Damage Immunities: necrotic, poison

Condition Immunities: poisoned, sickened

Condition Immunities: frightened, charmed, poisoned,


exhausted

STR 16(+3)| DEX 14(+2) | CON 20(+5) | INT

STR 20 (+5)| DEX 10 (0) | CON 18 (+4) | INT 14

10(+0)| WIS 14(+2) | CHA 16(+3) |

(+2)| WIS 14 (+2) | CHA 16 (+3) |

Skills: deception +7, insight +6, perception +6

Skills: athletics + 11

FEATURES

Saving Throws: strength +11, constitution +10,

Magical Resistance. The demon has advantage on saving


throws against magical spells and effects.

charisma +9
FEATURES

Improved Critical. The demon scores a critical hit on a roll

Turn Resistance. This monster and all undead within 20' of

of 18, 19, or 20, not just on a roll of a 20.

it has advantage on saving throws to resist being turned


by a cleric's Turn Undead or similar feature.

ACTIONS

Action Surge (1/day). The monster can take an additional

Multiattack. The demon makes three melee attacks with


its claws, or one attack with it's claws and one attack with
it's bite.

action and possible bonus action.


ACTIONS
Multiattack. The monster makes three melee attacks with

Claw. Melee weapon attack, +7 to hit, one target within


5', 15 (2d10+3) slashing damage. A creature hit by this

its greatsword.
Greatsword. +12, one target within 5', 14 (2d6+6)

attack gains a bloody wound that causes an additional 5

slashing damage plus 10 (2d10) necrotic damage; a

slashing damage at the end of each of their turns. Each


time a creature is hit by this attack, the wound's damage
increases by an additional 5 damage. A Wisdom
(Medicine) check DC 15 or any magical healing will close
the wound and stop this additional damage.

creature damaged by this weapon has their maximum hit


points lowered by an amount equal to the damage they are
dealt.
Word of Death (2/day). A target within 60' that the

Bite. melee weapon attack, +7 to hit, one target within 5',


18 (3d8+3) piercing damage. A living creature damaged
by this attack must make a Constitution saving throw, DC
16, or be paralyzed for one minute.

monster can see must make a Charisma saving throw, DC


18, or be reduced to 0 hit points.
Frightful Gaze. The monster fills a living creature it can
see with supernatural fear. The creature makes a Wisdom
saving throw DC 18 or is frightened until the monsters
next turn, if they fail by 5 or more they are also paralyzed
for the same duration.

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Mummy Abjurer

Elder Mummy

Medium, undead (LE)

Medium, undead (LE)

AC: 18 (chain, shield)

AC: 14 (natural armor)

HP: 100 (9d8+30)

HP: 70 (5d8+30)

Speed: 30

Speed: 30

CR: 9

CR: 5 (1,800 XP)

Senses: Darkvision 60'; Passive Perception 14

Senses: Darkvision 60'; Passive Perception 14

Languages: Common

Languages: Common

Resists: bludgeoning, piercing, and slashing damage from

Resists: bludgeoning, piercing, and slashing damage from

nonmagical weapons

nonmagical weapons

Damage Immunities: necrotic, poison

Damage Immunities: necrotic, poison

Condition Immunities: frightened, charmed, poisoned,

Condition Immunities: frightened, charmed, poisoned,

exhausted

exhausted

Damage Vulnerabilities: fire

Damage Vulnerabilities: fire

STR 15 (+2)| DEX 8(-1) | CON 17(+3) | INT 10(0)|

STR 18(+4)| DEX 8(-1) | CON 17(+3) | INT 7(-1)|

WIS 18(+4) | CHA 16(+3) |

WIS 18(+4) | CHA 8(-2) |

Saving Throws: wisdom+8, charisma +7

FEATURES
Rotting Gaze. At the start of a creature's turn, if it can see

FEATURES
Cold Aura. All magical and nonmagical flames within 30'
of the mummy are extinguished at the beginning of the
mummy's turn, and all undead creatures within 10' of the
mummy gain resistance to fire damage.

the elder mummy, it must make a Wisdom saving throw,


DC 16. On a failed save the creature is frightened and
gains vulnerability to necrotic damage until the start of its
next turn. If it fails the save by 5 or more, the creature is
also paralyzed for 1 minute.

ACTIONS

ACTIONS

Rotting Touch. +6, one target within 5', 10 (2d6+2)

Multiattack. The elder mummy makes three melee attacks

bludgeoning damage and 12 (3d6) necrotic damage. A


target hit by this attack must make a Constitution save,

with it's rotting touch.

DC 16, or be afflicted with the curse Mummy Rot; they

Rotting Touch. +7, one target within 5', (12) 2d6+4

are unable to regain hit points and their hit point

slashing damage and (12) 3d6 necrotic damage. A target

maximum is reduced by 10 (3d6) every 24 that pass, if

hit by this attack must make a Constitution save, DC 16,

they die due to this damage their body turns to dust.

or be afflicted with the curse Mummy Rot; they are unable

Ward. The mummy touches a willing undead creature and


places a ward on it, granting the creature immunity to one
of the following types of damage: radiant, thunder, acid, or

to regain hit points and their hit point maximum is


reduced by 10 (3d6) every 24 that pass, if they die due to
this damage their body turns to dust.

fire damage. If the target takes damage of the warded type,


the ward is destroyed and deals 18 (3d12) necrotic
damage to whomever broke the ward. Only one creature
may be warded at a time, the ward lasts for 1 minute or
until dispelled or used.
Frightful Gaze. The mummy fills a living creature it can
see with supernatural fear. The creature makes a Wisdom
saving throw, DC 16, or is frightened until the mummy's
next turn, if they fail by 5 or more they are also paralyzed
for the same duration.

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The Dying Flame

By Rob Walz

Mummy Warlock

Mummy Warrior

Medium, undead (LE)

Medium, undead (LE)

AC: 16 (chain)

AC: 18 (plate)

HP: 125 (9d8+50)

HP: 120 (10d8+80)

Speed: 30

Speed: 30

CR: 9 (5,000 XP)

CR: 12 (8,400 XP)

Senses: Darkvision 60'; Passive Perception 13

Senses: Darkvision 60'; Passive Perception 10

Languages: Common

Languages: Common

Resists: bludgeoning, piercing, and slashing damage from

Resists: bludgeoning, piercing, and slashing damage from

nonmagical weapons

nonmagical weapons

Damage Immunities: necrotic, poison

Damage Immunities: necrotic, poison

Condition Immunities: frightened, charmed, poisoned,

Condition Immunities: frightened, charmed, poisoned,

exhausted

exhausted

Damage Vulnerabilities: fire

Vulnerabilities: fire

STR 15 (+2)| DEX 10(+0) | CON 17(+3) | INT 10(0)|


WIS 12(+1) | CHA 20(+5) |

STR 20(+5)| DEX 12(+1) | CON 22(+6) | INT 7(-2)|

Skills: intimidation +9, deception +9

ACTIONS

Saving Throws: constitution+7, charisma +7

WIS 10(0) | CHA 8(-1) |

Multiattack. The mummy warrior makes two attacks with

FEATURES

its polearm and one attack with its rotting touch.

True Sight. The mummy warlock can automatically see

Polearm. melee weapon attack, +9, one target within 10',

through illusions as if it were under the effects of a true

10 (1d10+5) slashing damage. A target hit by this attack

sight spell.

must make a Strength saving throw DC 18, or be knocked


prone.

ACTIONS

Rotting Touch. +9, one target in 5', 17 (4d6+5) slashing

Multiattack. The mummy warlock makes two melee


attacks with its rotting touch.

damage plus 15 (5d6) necrotic damage. A target hit by

Rotting Touch. +6, one target within 5', 10 (2d6+2)

afflicted with the curse Mummy Rot; they are unable to

this attack must make a Constitution save, DC 18, or be

bludgeoning damage and 12 (3d6) necrotic damage. A

regain hit points and their hit point maximum is reduced

target hit by this attack must make a Constitution save,

by 10 (3d6) every 24 that pass, if they die due to this

DC 16, or be afflicted with the curse Mummy Rot; they

damage their body turns to dust.

are unable to regain hit points and their hit point

Sickening Gaze. The mummy warrior fills a creature it can

maximum is reduced by 10 (3d6) every 24 that pass, if


they die due to this damage their body turns to dust.

see with revulsion. The creature must make a

Doom. The mummy warlock can expend a spell slot to

with nausea until the start of their next turn.

Constitution saving throw, DC 18, or be incapacitated

affect up to 3 creatures that it can see. Those creatures


have disadvantage on saving throws made to resist
Mummy Rot.
Spells. The mummy warlock is a 12th level spell caster
that uses Charisma as its casting ability. It has a spell save
DC of 16, +8 to hit will spells, and casts all spells at level
5. It has 3 spell slots and knows the following spells:
eldritch blast, charm person, comprehend languages, cloud of
daggers, misty step, suggestion, fear, hunger of hadar, major
image, blight, dimension door.

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The Dying Flame

By Rob Walz

Morax Demon

Mummy Wizard

Huge, fiend (CE)

Medium, undead (LE)

AC: 16 (natural)

AC: 16 (mage armor)

HP: 362 (20d12+150)

HP: 80 (10d8+40)

Speed: 40, Fly 60

Speed: 30

CR: 20 (25,000 XP)

CR: 10 (5,900 XP)

Senses: Darkvision 200', Truesight 100'

Senses: Darkvision 60'; Passive Perception 10

Languages: Common, Infernal, Telepathy 100'

Languages: Common

Resists: bludgeoning, piercing, and slashing damage from

Resists: bludgeoning, piercing, and slashing damage from

nonmagical weapons

nonmagical weapons

Damage Immunities: fire, acid, cold, lightning

Damage Immunities: necrotic, poison

Condition Immunities: frightened, charmed, poisoned

Condition Immunities: frightened, charmed, poisoned,

Damage Vulnerabilities: radiant

exhausted

STR 30(+10)| DEX 15(+2) | CON 26(+8) | INT

Damage Vulnerabilities: fire

15(+2)| WIS 15(+2) | CHA 15(+2) |

STR 15(+2)| DEX 12(+1) | CON 17(+3) | INT

FEATURES

20(+5)| WIS 10(0) | CHA 10(0) |

Magical Resistance. The demon has advantage on saving

ACTIONS

throws against magical spells and effects.

Rotting Touch. +6, one target within 5', 10 (2d6+2)


bludgeoning damage and (12) 3d6 necrotic damage. A

Teleport. As a bonus action, the demon can teleport itself

target hit by this attack must make a Constitution save,

up to 120' in any direction with perfect accuracy.

DC 16, or be afflicted with the curse Mummy Rot; they

ACTIONS

are unable to regain hit points and their hit point


maximum is reduced by 10 (3d6) every 24 that pass, if

Multiattack. The demon can make one attack with its bite

they die due to this damage their body turns to dust.

and one attack with its horns.

Frightful Gaze. The mummy fills a living creature it can

Bite. melee attack, +16 to hit, one creature within 10', 32

see with supernatural fear. The creature makes a Wisdom

(3d12+10) slashing damage and 15 (3d8) fire damage. A

saving throw DC 16 or is frightened until the mummy's

creature damaged by this attack must make a Dexterity

next turn, if they fail by 5 or more they are also paralyzed

saving throw, DC 19 or catch on fire, suffering an

for the same duration.

additional 15 (3d8) fire damage at the beginning of their

Spells. The creature is a 12th level spellcaster with a +9 to


hit with spells and a save DC of 17.

next turn. The flames can be doused with water or by


spending an action to roll on the ground, if they are not
doused the damage continues each turn.

Cantrips: poison spray, chill touch, mage hand, ray of


frost

Horns. melee attack, +16 to hit, one creature within 10',

1st (4 slots): shield, mage armor, magic missile,


chromatic orb, charm person

attack must make a Strength saving throw, DC 19, or be

22 (3d6+10) piercing damage. A creature struck by this


knocked prone.

2nd (4 slots): hold person, blindness, inflict wounds,


misty step

Breath Weapon (recharge 4-6). The demon breaths a cone


of fire 70' long that deals 40 (7d12) fire damage to any

3rd (3 slots): slow, haste, counterspell


4th (3 slots): phantasmal killer, confusion, bestow curse
5th (2 slots) cloudkill, cone of cold

Page 23 of 27

creature within its area of effect, or half damage with a


successful Dexterity saving throw, DC 19.

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The Dying Flame

By Rob Walz

Writhing Horror
Large, abomination (CE)
AC: 17 (natural armor)
HP: 250 (19d10+200)
Speed: 30, Fly 60, Burrow 30, Climb 30
CR: 19 (22,000 XP)
Senses: Perception 20, Darkvision 60', Tremorsense 30'
Languages: Common
Resists: bludgeoning, piercing, slashing
Condition Immunities: charmed, poisoned, exhausted, grappled,
restrained, prone, stunned, blinded, deafened, paralyzed, petrified
STR 20 (+5)| DEX 20 (+5) | CON 18 (+4) |
INT 10 (0)| WIS 18 (+4) | CHA 10 (0) |
FEATURES
immutable. This monster's shape cannot be altered by any means.
swarm. This monster can fit into a space that is at least one inch
wide without squeezing. It can also pass through other creatures
spaces without being slowed.
reactive warrior. At the beginning of each turn, this monster regains
any spent reactions.
ACTIONS
Multiattack. This monster makes six melee attacks, five with its slam
and one with its engulf.
Slam. melee weapon attack, +11, one target within 5', 9 (1d8+5)
bludgeoning damage and 10 (2d8) poison damage.
Engulf. melee weapon attack, +11, one target within 10', 30
(5d10+5) piercing damage, and the target must make a Strength
(Athletics) or Dexterity (Acrobatics) check, DC 19, or be grappled,
restrained, blinded, and deafened by the swarm of biting scarabs that
cover them. A creature that ends their turn engulfed takes damage
from this attack automatically. As an action an engulfed creature can
attempt another check to break free. Only one medium sized
creature can be engulfed at once.
REACTIONS
Parry. The monster can parry a melee attack that it can see, granting
+5 AC.

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The Dying Flame

By Rob Walz

Tower of Shifting Sands


Entrance
Chamber

The
Unhallowed
Tombs

Altar to the Mummy Lord


The
Queens
Chamber

Hall of Riddles

Doorway to
other rooms

Endless
Coffers

Tomb of the
black legion

Binding
Chamber
Hearts
Chamber

Great tombs

This map provides a rough sketch of each room. Check the specific details in the adventure for more
information, and as always, make the adventure your own!

Sand-ways: Sand-ways arent depicted on this map, they are up to you to design or simply narrate. As
a general rule, any room can connect to any other room through the sand-ways and it should take at
least 30 minutes for a character to traverse any such passage from one room to another. If the
character has a climbing speed, or isnt slowed down by climbing, you can half this time.

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The Dying Flame

By Rob Walz

NOTES

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The Dying Flame

By Rob Walz

Combat Tracker
Init

Name

AC

HP

Condition

Round: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

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