Shifting Sands world illustration - Low Fantasy theme
Low Fantasy

Shifting Sands

A
Angusi

The Shifting Sands Desert, known for its unpredictable sandstorms covers thousands of square miles. It is home to the Desertborne Humans, who live nomadically, following the desert's weather patterns. The desert also contains hidden oases, caves and ruins of old cities. On the frontiers of the desert, poachers sometimes threaten the balance, and some bandits roam the desert. The tribes mantain most of the time peaceful relations but thrive for power.


Author's Note: WORK IN PROGRESS, feedback on Discord is really apreciated, as the CI's and some things are still being tested. There is some special mecanics in this campaing (which obviously you can deactivate): -Water and Food supplies matter. There is a counter that shows your daily supplies, the food water counter shows how many days you have, including the current. So having 1 suplies means that tomorrow you will starve. Any day that you are at 0, you will be poisoned and loose 20% of your health. The maximum storage is determined by your gear. There is gear to store supplies for 3 days, and gear for 7 days. -There is a maximum of hours you can travel. Upon reaching it you must rest before continuing. I advise to specify the direction and the number of hours you wish to travel. Franz usually keeps track of this two counters well, but as always, sometimes you have to manually correct it. Thanks to Rhetorici for the amazing work done with items and spells, I just cloned nearly all, and I'm currently trying to overcome a bug that doesn't let me import them. https://play.fables.gg/profile/Rhetorici
Played112 times
Cloned13 times
Created
41 days ago
Last Updated
1 days ago
VisibilityPublic
Mummy Lord
CR 15Medium Undead
Mummy Lord
HP Range52 - 143 (Avg: 98)
AC17
XP13000
Details
SizeMedium
TypeUndead
CR15
XP13000
Languagesthe languages it knew in life
Defenses
Armor Class17
HP Range52 - 143 (Avg: 98)
Damage Vulnerabilities
Damage ResistancesNone
Damage Immunities, ,
Condition Immunities, , , ,
Actions

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.

Multiattack

The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 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.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service