Warlord of Pre-Glacial Korone, unconquered martial emperor, entombed in a jungle-choked temple in Pyth.
Bob's original stat block, verbatim. The Nameless Dread's true crunch as written and played.
At the sight of the Mummy, viewers within 100 ft. must succeed on a Will save (DC 28) or be paralyzed with fear for 2d4 rounds.
Supernatural disease delivered by blade or slam. Fortitude save DC 28, incubation time 1 minute, damage 1d8 Con and 1d8 Cha. Unlike standard mummy rot, the victim's flesh rapidly petrifies into gilded ash, preventing standard magical healing until a Remove Curse (CL 20+) is cast.
Whenever the Mummy slays a foe or lands a critical hit, he immediately gains an additional attack at his highest base attack bonus.
As a standard action, the Mummy can swing his greatsword in a wide arc, making a single melee attack roll against all adjacent targets.
Damage Reduction 15/Slashing and Epic.
His unique pre-glacial volcanic embalming nullifies the standard mummy vulnerability to fire.
Regains 10 hit points each round.
33.
Retains all warrior class features, weapon training, and tactical feats possessed in life.
The Sun-Steel Greatsword is an ancient keen relic blade that ignores hardness below 20.
A 5th Edition (2024) conversion for tables that want to run The Nameless Dread using modern rules. Numbers are tuned to land at Challenge Rating 21, reskinning the original 3.5e crunch rather than replacing its identity.
If the Nameless Dread fails a saving throw, it can choose to succeed instead.
The Nameless Dread has advantage on saving throws against spells and other magical effects.
At the start of each of its turns, the Nameless Dread regains 10 hit points. Its pre-glacial volcanic embalming leaves it with no vulnerability to interrupt the regeneration.
When the Nameless Dread reduces a creature to 0 hit points with a melee attack, or scores a critical hit, it can immediately make one additional weapon attack against a creature within its reach.
The Nameless Dread makes four attacks with its Sun-Steel Greatsword, or three attacks with its Sun-Steel Greatsword and one Slam.
Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 3d6+10 slashing plus 2d8 necrotic damage. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken (Great Emperor Rot). This reduction lasts until the target finishes a long rest.
Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 2d10+10 bludgeoning plus 2d8 necrotic damage, with the same Great Emperor Rot effect as the Sun-Steel Greatsword.
Each creature within 60 feet of the Nameless Dread that can see it must succeed on a DC 21 Wisdom saving throw or be paralyzed with fear for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The Nameless Dread makes one Sun-Steel Greatsword attack against each creature within 10 feet of it.
The Nameless Dread can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Nameless Dread regains spent legendary actions at the start of its turn.
The Nameless Dread makes one Sun-Steel Greatsword attack.
The Nameless Dread moves up to its speed without provoking opportunity attacks.
The Nameless Dread makes one Sun-Steel Greatsword attack against each creature within 10 feet of it.