"ANCIENT SPIRITS OF EVIL, TRANSFORM THIS DECAYED FORM TO MUMM-RA! THE EVER-LIVING!!!!"
...hehe.
Today, we are going to be building Mumm-Ra, the antagonist of the Thundercats from the original series that aired from 1985 to 1989. Mumma-Ra is a magic user from the ancient history of Third Earth, a servant of the four nigh-invincible entities known only as the Ancient Spirits of Evil, and will not stop until he has wiped the Thundercats from the face of the universe.
Also, he's a mummy and does some really, really spooky shit. Hence, we're making him in D&D, so get ready!
We'll be starting with the standard point array from the Player's Handbook. Roll for stats if you want, just make sure to keep your Intelligence high.
Intelligence: 15
Mumm-Ra is a master of the Arcane Arts as well as being a careful schemer or planner. While he has never outright defeated the Thundercats, his insidious plots have come close to spelling their doom many, many times.
Constitution: 14
Mumm-Ra is not only an immortal mummy, but he has a nasty habit of not dying even when he dies, coming back in a body even more determined to bring down his foes once and for all.
Charisma: 13
Despite the outward appearance, Mumm-Ra remains one of the most iconic and memorable villains from the cartoon TV shows of yesteryear, helped with an instantly recognizable and menacing voice given to him by the late, great Earl Hammond.
Dexterity: 12
He spends most of his time in a pyramid and doesn't engage his opponents directly, or when he does he has his magic or trickery to put to use against them.
Strength: 10
Same goes for Strength, he has a decayed form that has to be bolstered by his magics.
Wisdom: 8
He is tenacious when going up against the Thundercats. Unfortunately for him, tenacity against the title characters is proven again and again to not be very smart.
For race, we're going to go with a Reborn from Van Richten's Guide to Ravenloft as it is the closest thing we have to a full on Undead race without using homebrews, which I try not to do in these builds. Mostly because, there's nothing in the book that states that Reborn actually have an age where they max out, so I'm going to go with it. Ironically, this will become moot later at any rate.
Reborn are detailed on page 20-21 of Richten's, but here's a short bit as relevant to our build: advantage on saving throws against disease and poison and resistance to poison, advantage on death saving throws, not need to eat, sleep, drink, or breathe and you can't magically be put to sleep. A reborn can receive Knowledge from a Past Life, giving them a d6 to add to any ability check that uses a skill, able to do this a number of times equal to their proficiency bonus before needing a long rest.
Also, because of picking Reborn at character creation rather than adding it on to a previous template, we pick up two skills of our choice. Given who we're building, we're gonna pick up Intimidation and Deception.
For background, we'll be using the Sage background from the Player's Handbook. However, we'll be making an alteration in it to change the feature to Spirit Medium from Van Richten's Guide to Ravenloft. The character gains a specialized device to commune with the spirits (in this case, Mumm-Ra's cauldron will do nicely) and can add their proficiency bonus to any check done using that device. The character also gets advantage on any Arcana or Religion checks to remember anything about spirits and the afterlife.
From the actual Sage background, Mumm-Ra will receive the Arcana and History skills. After all, he is a master magician and he had to learn about Excalibur from somewhere, did he not? He also picks up two languages of the player's choice in addition to the two he already has, being Common and one other. So, we have four skills and four languages right off the bat and we haven't even gotten to the good stuff. Neat!
For the first class, we're going to go with Wizard (1). Why Wizard and not Warlock? While Mumm-Ra does serve the Ancient Spirits of Evil and his soul is bound to them in some sense, most of his power beyond the things where he outright calls upon them seems to be entirely on his own.
Wizards pick two skills from the Wizard list, and because we've already plundered quite a bit from it, we're going to pick up Insight and Religion.
Starting out as a Wizard at first level, they are obviously into Spellcasting and thus receive a spellbook with three cantrips and six first level spells of their choice from the Wizard spell list.
For the three cantrips, we'll be going with Mage Hand (because, really, you have no excuse to not have Mage Hand), Minor Illusion, and Prestidigitation.
For your six 1st level spells, we'll be going with Alarm, Cause Fear, Charm Person, Detect Magic, Disguise Self, and Witch Bolt.
Mumm-Ra also receives Arcane Recovery, which allows for the recovery of a number of spell slots that have a combined level of equal to or less than half the wizard's wizard level (rounded up) on a short rest.
Going into Wizard (2), we have to choose an Arcane Tradition, and boy was this one a bit of a puzzle for me! Mumm-Ra has the obvious Mummy gimmick going on, so School of Necromancy seemed like a pretty good choice. Then again, he often uses projectile spells to attack his opponents, so School of Evocation seemed like a pretty good choice, too. He spies upon the Thundercats, so maybe School of Divination. Eventually, however, I finally settled on the School of Illusion, seeing as many of Mumm-Ra's plots involve him deceiving the Thundercats either by outright trickery or his insidious magic, and using disguises to push forward those plans is really the man's bread and butter.
Wizards entering the School of Illusion become an Illusion Savant, meaning that the gold and time spent to copy an illusion spell into his spell book is halved.
He also gains an Improved Minor Illusion, which would normally grant him the cantrip Minor Illusion. However, it gets us another one that doesn't count against the number of cantrips known, so Mumm-Ra will pick up Gust. I don't know about you, but he manages to somehow always have a bit of a breeze flowing around him. Might as well make it an ability he just has for funsies.
Also of note, when Mumm-Ra casts Minor Illusion now, he can create both a sound and an image with a single casting, where otherwise it would take one or the other but not both. Neat!
For gaining a level as a Wizard, Mumm-Ra also gains two free spells from the Wizard spell list from levels that he can cast. In this case, still from the 1st level. Shield and Sleep will do very nicely indeed. Protect you from the harm of the Sword of Omens and put Lion-O down for a nice cat nap... before you put him down for a dirt nap.
Up to Wizard (3) and we get access to second level spells! Alter Self builds on Disguise Self with a few more options including a few combat ones. We'll also take Borrowed Knowledge from the pages of Strixhaven: A Curriculum of Chaos. A casting of this will give you proficiency in a skill that you lack for up to an hour, no concentration required!
Wizard (4) will see us gain our first Ability Score Improvement or Feat. In this case, we'll be taking the Spell Sniper feat. Spell Sniper doubles the range of a spell that requires an attack roll, ranged spells now ignore half and three-fourths cover, and you learn one cantrip of your choice from the bard, cleric, druid, sorcerer, warlock, or wizard spell list so long as it requires an attack roll to use it.
In this case, we're going with Eldritch Blast. Why? Because it's eldritch blast. I'm pretty sure that speaks for itself in a big way.
Our number of cantrips from Wizard actually goes up to four, meaning that we get another one. Ray of Frost will put the temperature down on those dreaded Thundercats as well as giving you more damage variety.
Also, you get two more spells just for being a wizard! Earthbind will trap a creature that fails a Strength saving throw with bonds of yellow energy that will reduce its speed to 0 for an hour depending on the caster's concentration. Panthro getting too close for comfort? Pin him down!
The second level Invisibility will put you out of sight and out of mind so long as you don't attack... of course, you can still be heard unless you've taken precautions to make sure you can't be.
Wizard (5) opens up 3rd level spells! Counterspell is an excellent spell in any caster's arsenal as is Hypnotic Pattern, which might be one of the more broken illusion spells in the game. A failed Wisdom save by the target(s) means that they are charmed, incapacitated, and have a speed of 0 that will last for up to an hour depending on the caster's concentration. The spell will end early if the target takes damage or someone uses an action to snap them out of it.
Basically, it's an all-purpose "Hey, look over there!" spell that will allow for quick escapes... provided your spell hits the mark.
Wizard (6) in the School of Illusion picks up Malleable Illusions, meaning that any spells in the Illusion school that lasts for a minute or longer can be altered by the caster using an action, provided they can still see the illusion. With this, Mumm-Ra can change an illusion to be more tailored to a different target if need be. This obviously doesn't change the effect as written, but it can be good for changing things on the fly when the situation calls for it.
Also, you pick up two spells for gaining another level of Wizard. Magic Circle is a fun one, giving you a nice reverse Uno on any creature of celestial, elemental, fiend, fey, or undead origin that tries to pull a whammy on you and your group. Maybe a spirit Mumm-Ra conjures up to siphon some power from so that he doesn't have to keep appealing to his bosses?
Major Illusion plays more into Mumm-Ra's strengths by creating an object, creature, or other physical being in a 20 foot cube that for all intents and purposes seems as real as anything else around it, and lasts for up to 10 minutes depending on concentration. However, it is just that - an illusion. Anything physical entering its space will pass right through it and an Investigation check against your spell DC will reveal it for the phony that it is. If this is cast from a 6th level spell slot or higher, the spell lasts until it gets dispelled and requires no concentration on the part of the caster.
Wizard (7) sees access to fourth level spells. However, we still have a few third level spells to pick up. Fear conjures the worst fear of the target(s) and, failing a Wisdom saving throw, they will become frightened for up to 1 minute depending on your concentration. When the target gets out of sight of the caster, they can attempt the saving throw again, the spell no longer having an effect on them at that point (though it can be cast again on them).
Summon Shadowspawn from Tasha's Cauldron of Everything allows the caster to summon a shadowy spirit with a lot of neat things it can do and is detailed more on page 113-114 of Tasha's. Basically, it pays a little to give your soul over to the dark forces.
...this is not an endorsement, kids. Don't sell your soul to Satan and then sue me. Thanks!
Wizard (8) gets another Ability Score Improvement or Feat. In this case, we'll be taking the aforementioned Magic Initiate feat. In this case, we'll be choosing Thaumaturgy (largely for the booming voice effect, although pretty much all of its abilities are very Mumm-Ra) and Word of Radiance (each creature of your choice makes a Constitution save or takes 1d6 radiant damage). The spell also gives us a 1st level spell that can be used at its lowest level one per long rest. In this case, Shield of Faith, which will give you a +2 to AC for up to 10 minutes depending on your Concentration. Not the worst option to have in the back pocket.
Also, for getting to eighth level, we'll get two more spells and can finally peek into what the 4th level of spells can offer!
Hallucinatory Terrain creates an illusion within a 150-foot cube that seems completely genuine to all of the senses. However, like with Major Illusion above, any contact and the jig is up. Also, Investigation check... blah blah blah, you get the picture.
Polymorph allows for more shapeshifting goodness as well, allowing Mumm-Ra to take the form of a beast with a CR equal to or less than the target.
Wizard (9) now has access to 5th level spells. Bigby's Hand fuses together the different Bigby's Hands from previous editions into one specific spell that can do quite a bit as detailed on Page 218 of the Player's Handbook.
Creation pulls wisps of shadow stuff from the Shadowfell to create a nonliving object of vegetable matter to make soft goods, rope, wood, or something similar that you have seen before. It can also create stone, crystal, or metal. A table on page 229 o the Player's Handbook details all the things you can make and how long they last. No concentration needed!
Wizard (10) in the School of Illusion gain the ability to create an Illusory Self. When a creature makes an attack on Mumm-Ra, with a reaction he can create an exact duplicate of himself and interpose it between himself and the attacker, making the attack automatically miss. The illusion then dissipates and can't be called upon again until after a short or long rest.
Wizards gain their fifth and final cantrip from the Wizard spell list at 10th level. Maybe go with fire bolt to have an option or two available.
Also, Wizards gain two new spells. Dominate Person can charm a target upon their failed Wisdom save for up to a minute depending on your concentration, giving them complete control over the target and basically forcing them to do anything that they say to the best of their ability. The target gets advantage on this roll if they're fighting Mumm-Ra or are fighting people who are on his side in a conflict, however.
Wizard (11) opens up the 6th level of spells. Tenser's Transformation is a nightmare of a spell from Xanathar's Guide to Everything. It's detailed on page 168 in that book, but this is basically your "Mumm-Ra, the Ever-Living!!!!" form. You gain 50 temporary hit points on top of your base, you can attack twice instead of once, and you hit any weapon attack with an addition 2d12 force damage behind it on top of whatever damage you already do and some other fun stuff on top of all of that.
The drawback is the DC 15 Constitution save you have to take when the spell ends to avoid getting a level of exhaustion. That, and you can't cast any spells when in your Ever-Living form.
Scrying will finally put that cauldron we got way back in the Background section to use as the spell will allow you to hear or see a creature that exists on the same plane as you, meaning that Mumm-Ra will always be able to keep an eye on those pesky Thundercats!
Wizard (12) will allow us to take care of our Constitution problem with another Ability Score Improvement or Feat. In this case, we'll take the War Caster feat. It's on page 170 of the Player's Handbook and, while it does do other things, the main draw here is that we get advantage on Constitution saving throws to maintain concentration while taking damage. Handy for helping Mumm-Ra remain Mumm-Ra the Ever-Living!
Mislead will be the first of our spells for this level, creating an illusory duplicate of the caster in the spot that they were standing while also turning them invisible. The caster can move the duplicate and make it act as it would in any given situation. However, while doing this, the invisible caster is both blinded and deafened, essentially using the double as its own eyes and ears. RAW it doesn't say that the illusion can be seen through like others, so... use at your own discretion.
Programmed Illusion allows a caster to create an illusion that resembles an object, creature, or some other visible phenomenon in a 30-foot cube. The full details are on page 269 of the Player's Handbook, but this spell has the benefit of continuing on until it gets dispelled. One of those wonderful spells in D&D you can apply in a myriad of ways with just a little imagination.
Wizard (13) gives us two new spells as well as unlocking 7th level spells. Mirage Arcane changes the terrain in up to 1 mile to appear genuine to all five senses. Unlike most other illusions, even true sight can't dispel the illusion or remove the ability to physically interact with it. The illusion lasts for up to 10 days, no concentration required!
Teleport allows you and up to eight allies within 10 feet a trip to somewhere else on the same plane of existence. This can have some mishaps, check page 281 of the Player's Handbook for the table, but as I see Mumm-Ra only using this on teleportation circles he knows - namely to get back to the pyramid - you're probably alright.
Wizard (14) sees the capstone of the School of Illusion - Illusory Reality. When Mumm-Ra casts an illusion spell of 1st level or higher, he can select one part of it to make real for up to 1 minute, such as an illusory bridge over a chasm being made real and thus can be walked over... or that reality revoked if he manages to get the Thundercats trying to cross it. Have fun landing on your feet from that, you assholes!
All jokes aside, the illusion becomes real, but cannot actually deal damage or cause harm otherwise.
For your two spells this level, we're going to pop back to first level and pick up Identify. Then we're going to come back to 5th to pick up Enervation, which forces a target to make a Dexterity saving throw. Should they succeed, they take 2d8 necrotic damage and the spell ends. If they fail, they take 4d8 necrotic damage and then you can use an action each turn to deal them 4d8 necrotic damage until the spell ends.
You regain hit points equal to half the amount of the necrotic damage that the target has taken once the spell ends. This spell increases in damage by 1d8 for every slot level above 5th should you choose to cast it in that slot, meaning you can hit for 8d8 if you use a ninth level slot... which you don't have yet, but just wait.
Wizard (15) does give us access to 8th level spells. It is here that we pick up the crowning jewel in our spellbook for this build, Clone. This spell creates a living duplicate of a creature. Sealed in a scaled vessel, it grows to full size in 120 days after the casting is complete. Any time after this, should the original die, their soul will be transferred into the clone. So, if your calling upon the Ancient Spirits of Evil should fail you, you at the very least have your trusty sarcophagus to call upon. Naturally, you'll have plenty of them on hand for such eventualities.
Popping back to 3rd level, Bestow Curse can... well, bestow a curse upon a target. If they fail a Wisdom saving throw, a target is going to have a very, very bad time with one of the many options on page 218 of the Player's Handbook being forced upon them by the caster.
Wizard (16) has for us another Ability Score Improvement or Feat, and we're actually going to go with the former. Drop a point into your Intelligence and Constitution.
Feeblemind can drop a target's Charisma and Intelligence scores to 1 on a failed Intelligence saving throw and does 4d6 psychic damage to them whether or not they succeed.
Control Weather allows the caster to take control of the weather within a 5 mile area around themselves, shaping it to their will, although it takes 1d4 x 10 minutes to take full effect.
Wizard (17) keeps us going with more spells, in particular... 9th level spells at long, long last! Imprisonment can trap a target deep beneath the earth within a sphere of magical force, chains them to the ground, traps them in a demiplane, shrinks them to 1 inch tall and traps them in a gemstone, or puts them to sleep if they fail a Wisdom saving throw. Divination spells also cannot locate a target under the effects of this spell. The caster must specify a condition under which the spell can be broken (discuss with the DM, communication is important!) or the dispel magic cast in a 9th level slot can handle it.
Speaking of which, dispel magic is a 3rd level spell that can end a spell of 3rd level or lower on a target. For spells 4th level or higher, the caster must make a DC 10 + the spell's level check to end the spell.
Wizard (18) gains the power of Spell Mastery, allowing them to pick a 1st and 2nd level spell that they can cast at will so long as they are on the same level as the spell without expending a spell slot or material components. Pretty sure for Mumm-Ra, Disguise Self and Alter Self are the obvious choices. However, you can spend eight hours studying intensely to exchange the spells for another 1st and 2nd level spell you know.
Also... I'm not gonna lie here, I'm running out of spell options. What we have is honestly pretty damn good and works well for the build. From here on out, use your own discretion.
Wizard (19) gets our final Ability Score Improvement or Feat. Bumping up Intelligence and Constitution once again.
Again, two spells here. Again, use your own discretion.
Our capstone is Wizard (20), where the wizard in question gains a Signature Spell. Mumm-Ra can now cast two 3rd level spells once without expending a spell slot, gaining back the ability to do so on a short or long rest. Unlike Spell Mastery, there's no mechanic for switching out the spells, once they're chosen, they're chosen. So choose wisely.
Now that we're at 20th level, let's have a look at how good this build is.
Pros:
- You have a pretty good selection of spells from just natural progression. Some that do damage, some that allow you to bewitch the mind and ensnare the senses, and even control the environment both in illusion and in reality... as well as blurring the line between the two.
- You have ways of getting out of trouble as well as dealing hurt. Spells like Mislead and Teleport can get you out of the way or throw your opponents off your trail pretty easily. And, if all else fails, you have Clone waiting in the wings.
- Tenser's Transformation is for, as one of my roommates says, you're ready to cast fist. It is really the spell for when you're done screwing around in combat and want to finish things quickly. Having advantage on Concentration checks to keep it up is a big boost to it as well!
Cons:
- Unfortunately, Concentration is a problem for many casters and you have not a few Concentration spells. You have advantage on them, sure, but the dice aren't always going to go your way and eventually, Lion-O is going to get a lucky hit in with that damn Sword.
- Tenser's is also a bit of a problem in that it locks you out of pretty much all of your other abilities while using it.
- Your hit points are sad. A d6 for the Wizard isn't great, even with a bumped up Constitution score. Being a Reborn means you'll get advantage on those death saves, but you'll likely be making them a lot. Or you'll be going through a lot of clones.
But, hey, you're Mumm-Ra! You're the scourge of Third Earth and the only one who can destroy the Thundercats once and for all! Gather your dark forces and intimidate them into doing your bidding so that you can conquer the planet and, after that, perhaps the universe as well! Just watch out for that red-haired jerk, his annoying sidekick, and his band of pussy cats, or you won't be Ever-Living very well at all!
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