EverQuest, Befallen, EQ 40k VR, The Ninth World (homebrew)
Assassinate. During his first turn, Gynok has advantage on attack rolls against any creature that hasn't taken a turn. Any hit he scores against a surprised creature is a critical hit. Evasion. If Gynok is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. Sneak Attack. Once per turn, Gynok deals an extra 28 ( 8d6 ) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Gynok that isn't incapacitated and Gynok doesn't have disadvantage on the attack roll, or if he moves before the target in initiative order. See Invisible. Gynok can see invisible creatures unless they are cloaked by a spell or effect that specifically targets undead. Magic Resistance. Gynok has advantage on saving throws against spells and other magical effects. Undying. Even if destroyed, Gynok's body reforms the next night in Area 2-9a. The only way to permanently destroy Gynok is described in "The Ultimate Befallen Quest.'
Multiattack. Gynok can use his Dreadful Glare and makes two attacks: one with his Rotting Fist and another with his Sickening Rapier. Rotting Fist. Melee Weapon Attack: 1d20+9 to hit, reach 5ft, 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. Sickening Rapier. Melee Weapon Attack: 1d20+9 to hit, reach 5ft, one target. Hit: 8 ( 1d8+4 ) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 24 ( 7d6 ) poison damage on a failed save and is poisoned for 1 minute, or half as much damage on a successful one and not poisoned. While a creature is poisoned it takes 1d10 poison damage at the start of each of its turns. The target can repeat the saving throw at the end of its turn to end the poison condition. This weapon scores a critical hit on a 15-20 and does 54 damage (12 piercing, and 42 poison damage). If the attack is a sneak attack the total damage is 102. Dreadful Glare. Gynok targets one creature he can see within 60 feet of him. If the target can see the mummy, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of Gynok’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.
Gynok can take 3 legendary actions, choosing from the options below. Gynok gains an extra legendary action for every 4 PCs after the first 4 (i.e. +1 at 8, another +1 at 12 etc.) Only one legendary action option can be used at a time and only at the end of another creature’s turn. Gynok regains spent legendary actions at the start of its turn.
On initiative count 20 (losing initiative ties), Gynok takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row.
Befallen