Mortuary Cultist Long ago, Nehekhara was the centre of Civilization. As with all of those who have power, the Lords of Nehekhara wanted more.

A great period of internal and external strife pushed the nation to the brink of destruction. In that time a great and terrible King rose to crush his rivals. The time of troubles came to an end and Nehekhara flourished once more. The King however grew afraid of his mortality and used his influence with the priesthood to create the Mortuary Cult, focused on finding perfect Immortality so he may rule forever. The Mortuary Cult managed to find many ways to prolong life but immortality was out of their reach. They promised their rulers they would be brought back from the dead when they had found the key and ruler after ruler was buried in massive tombs, awaiting their return. The Mortuary Cult began to combine the Arcane with the Divine and managed to extend lives to many times their normal length. Then came Nagash, destined to serve with the Mortuary Cult while his brother would become King. He plotted his demise to gain total power. He learned dark magic from drow and combined with the knowledge of the Mortuary Cult created the dread magic know as necromancy. He slew his brother and created a reign of terror. When the lords of Nehekhara came to stop him he used a his great power to kill all of his enemies and raise them as his undead legion. While Nagash terrorized the world he was eventually defeated and Nehekhara has faded from history as thousands of years passed. Silent tombs buried beneath the desert the only reminder of what was once the greatest nation in the world. The Mortuary Cult however did not perish. While greatly diminished they still serve their old rulers. Liche Priests of unimaginable age work to find the immortality their masters sought and hunt the followers of Nagash with burning hatred. Necrotects, taught the magics of the Liche priests to inscribe powerful wards and incantations in tombs and living constructs, work to preserve all they created. Repairing tombs and constructs so they are ready for when the Kings of old return. The followers of Nagash search for the nine books of Nagash to bring back their master and drown the world in the legions of the Undead. Creating a Mortuary Cultist When you create your Mortuary Cultist it's important to consider your motivation for being with a group of adventurers. Perhaps you need aid to work towards a goal. Or did they discover you after you had been in a tomb for thousands of years only to find a changed world of which you know nothing? The Mortuary Cultist Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Undying Cult 3 2 — — — — — — — — 2nd +2 Arcane Lore 3 3 — — — — — — — — 3rd +2 ─ 3 4 2 — — — — — — — 4th +2 Ability Score Improvement 4 4 3 — — — — — — — 5th +3 ─ 4 4 3 2 — — — — — — 6th +3 Arcane Lore feature 4 4 3 3 — — — — — — 7th +3 ─ 4 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 4 4 3 3 2 — — — — — 9th +4 ─ 4 4 3 3 3 1 — — — — 10th +4 Arcane Lore feature 5 4 3 3 3 2 — — — — 11th +4 ─ 5 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — — 13th +5 ─ 5 4 3 3 3 2 1 1 — — 14th +5 Arcane Lore feature 5 4 3 3 3 2 1 1 — — 15th +5 ─ 5 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 — 17th +6 ─ 5 4 3 3 3 2 1 1 1 1 18th +6 Arcane Lore feature 5 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 20th +6 Rites of the Unliving 5 4 3 3 3 3 2 2 1 1

Are you one of the Liche Priests that survived the Great Betrayal or are you a new generation of Liche Priests, taught by the old? Do you serve the ancient masters with fervour or do you learn out of curiosity or a quest for personal power? How do you deal with the fact that you are undead in a world where most of civilization looks upon the undead with disgust at best? Do you conceal what you are carefully or do you use it to intimidate them to do your bidding? Quick Build You can make a Mortuary Cultist quickly by following these suggestions. First, make Wisdom your highest ability score, followed by Intelligence. Second, choose the Acolyte background. Class Features As a mortuary cultist, you gain the following class features. Hit Points Hit Dice: 1d8 per mortuary cultist level

Hit Points at 1st Level: 8 + Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per mortuary cultist level after 1st.

Proficiencies Armor: Light armor, medium armor

Weapons: All simple weapons

Tools: None

Saving Throws: Wisdom, Intelligence

Skills: Choose two from Arcana, Deception, History, Persuasion, and Religion

Equipment You start with the following equipment, in addition to the equipment granted by you background. (a) A light crossbow and 20 bolts, or, (b) a quarterstaff

A component pouch

(a) A priest’s pack, or, (b) an explorer’s pack

A ritual dagger Spellcasting Cantrips At 1st level, you know three cantrips of your choice from the cleric or sorcerer spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mortuary Cultist table. Preparing and Casting Spells The Mortuary Cultist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of spells that are available for you to cast, choosing from the cleric spell list and all necromancy spells. When you do so, choose a number of spells equal to your Wisdom modifier + your Mortuary Cultist level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Spellcasting Ability Wisdom is your spellcasting ability for your spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when Setting the saving throw DC for a spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier



Spell attack modifier = your proficiency bonus + your Wisdom modifier = 8 + your proficiency bonus + your Wisdom modifier= your proficiency bonus + your Wisdom modifier Ritual Casting You can cast a spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use a ritual dagger as a spellcasting focus for your spells. It counts as both an Arcane Focus and a Holy Symbol for spell-casting purposes. Undying Cult As a Mortuary Cultist you are no longer bound by the chains of life, no natural death will ever find you, if that is a boon or a curse is for you to decide. The embalming process has rid you of the weaknesses of mortals but it has also made you lose out on some of their strengths.

You lose any racial resistances, your type changes to undead, you gain immunity to poison damage and the poisoned condition and your movement speed is lowered by 5 feet. Unlike other undead you can be healed by regular healing spells, life force stolen by necrotic spells, and raised from the dead by all spells that work on regular creatures.

You no longer age but your body will decay over time and will need work to stay whole. A cultist that stays on top of this and wears concealing clothes may move freely amongst the living, one that lets go of this task will decay over time until its incantations fail and the body collapses. Arcane Lore When you reach 2nd level, you choose an arcane lore, shaping your control over life and death through one of several lores. Your choice grants you lore spells and other features when you choose it at 2nd level and again at 6th, 10th, 14th, and 18th level. Lore of Nehekhara

Lore of Geheb

Lore of Nagash Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Rites of the Unliving At level 20 when you use Hit Dice to regain hit points the amount of hit points you regain is doubled. You may also use a bonus action to use one Hit Die and an action to use up to four Hit Dice outside of a short rest. If you have no Hit Dice remaining you may take a turn to spend Spell Slots to regain hit points. Every two levels of the Spell Slot (minimum of one) count as one Hit Die and you do not double the amount of hit points regained. Arcane Lore Three different paths are followed by the Mortuary Cult, the path of the Liche Priests, Necrotects and the followers of Nagash. Each lore has its own speciality, making it unique even though the base of their powers remains the same. Lore of Nehekhara You are a Liche Priest, member of the of the Priesthood devoted to finding the key to ultimate immortality. You have learned the incantations that need to be uttered perfectly in an ancient language for the smallest mistake can incite the wrath of your gods.

You hold the lore and secrets of Nehekhara within your mind and through the work of your fellow Liche Priests and you, one day Nehekhara will be reborn. Lore of Nehekhara Spells Mortuary Cultist level Spells 3rd augury, dust devil 5th animate Dead, revivify 7th death Ward, sickening Radiance 9th cloudkill, raise Dead 11th create Undead, eyebite Liche Priesthood The Lore of Nehekhara is the name for the magic used by the Liche Priests of the Mortuary Cult. A unique combination of the divine and arcane created in the search for perfect immortality. The Mortuary Cult has been perfecting the Lore for their use since they were founded giving each of their members an extensive knowledge of the powers involved.



At 2nd level, you gain proficiency in arcana and religion. If you already have proficiency your proficiency bonus is doubled. Rite of Preservation The Rites of Preservation, meant to preserve both dead and undead in pristine form can also be of aid for the living.



At 2nd level, you learn the spare the dying cantrip, which doesn't count against the number of cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.









Djedra's Incantation of Summoning At 6th level you gain access to the Realm of Souls, the afterlife of the ancient Nehekharans. Here they await their re-awakening by the Mortuary Cult when they perfect immortality. But not only the mighty and powerful await. Their legions of warriors also await their return, to serve their masters and conquer their empires.



When you use a spell such as animate dead and create undead you are unable to summon regular undead. You summon Nehekharan Warriors, Skeletons filled with the willing souls of the long dead. For every two Mortuary Cultist levels you may control one Nehekharan Warrior and they gain 2 maximum hit points. Casting animate dead reasserts your control over all the undead you control and heal them by 1d8 hit points. Casting create undead raises up to the maximum amount of Nehekharan Warriors you can control and heals those you already had fully.



They act the same as normal Skeletons (MM pg. 272) but they retain the intelligence they had in life. They lose all but hints of their former lifes, only their battle skills remain. This means you can give them complicated commands and orders a living creature like a human would understand and they can be given weapons and armor to wear. They roll their own initiative in combat (as a group). Khsar's Incantation of the Desert Wind At 10th level you can harness the power of Khsar, god of the desert winds, to summon forth a sandstorm that engulfs the undying warriors of Nehekhara and carries them across the battlefield.



You and your Nehekharan Warriors automatically succeed resisting the effects of a dust devil spell and if there is a debris cloud it does not obscure the vision of you or your Nehekharan Warriors. When a Nehekharan Warrior starts their turn inside the area of effect or moves into the area of effect until their next turn their movement speed is increased by 5 feet and they gain +2 to hit on their next attack.



When you cast dust devil using a spell slot of 4th level or higher, the radius increases by 5 feet for each slot level above 3rd. Improved Binding At 14th level you gain the ability to raise Tomb Guard when you cast Create Undead. These elite warriors act like Nehekharan Warriors but are able to use magical items that do not require attunement.



Every Tomb Guard counts as two Nehekharan Warriors towards the maximum you can control and gains 3 maximum hit points for every two Mortuary Cultist levels. Usekhp's Incantation of Desiccation At 18th level you can cast a terrible curse upon your foes, drawing all moisture from their bodies. You learn the spell desiccation.

Desiccation 7th-level necromancy Casting Time: 1 action

1 action Range: 50 feet If cast on a living target, all the moisture is removed from their body, dealing 36 (8d8) necrotic damage and forcing them to make a Constitution save, should they fail they gain a level of exhaustion until they drink 1/4 of their weight in water or take a long rest. Lore of Geheb You are a Necrotect, an artist bend on perfection. The Necrotects turned the cities, palaces and tombs of Nehekhara into the most beautiful of the world and they spared no effort to attain this. Graverobbers and plunderers would be wise to avoid the resting places of Nehekharan origins. For the Necrotect will hunt them down relentlessly to punish them for the desecration of their art.

As a Necrotect it is your passion and duty to work on the restoration of all that was great. Be it by returning something that was stolen or repairing what was damaged. Being an artist does not mean you do not know how to do battle. The Necrotects learned from the Liche Priests to create wards and use magics to protect and strengthen their works. They even created living constructs out of stone that would march among their legions, slaughtering all that defied the will of Nehekhara. Lore of Geheb Spells Mortuary Cultist level Spells 3rd enhance ability, maximillian's earthen grasp 5th erupting earth, magic circle 7th stone shape, stone skin 9th hallow, wall of stone 11th guards and wards, investiture of stone Passion of the Necrotect At 2nd level you gain proficiency in Mason’s tools, and you learn the mending cantrip. Neru's Incantation of Protection At 2nd level Neru watches over you to deflect the blades of your foes. You may cast shield without using a spell slot once every long rest.



At 7th, 13th and 17th level this increases by one use every long rest each. Empowered Hieroglyphs At 6th level you learn the glyph of warding spell. You do not consume the components required for this spell and the casting time is 10 minutes.











Create Ushabti At 10th level you gain the ability to create Ushabti, large living statues. Ushabti are controlled like Animated Armor (MM pg. 19). You may control 2 Ushabti at any given time but you can let your control of them go to make them no longer

count towards your limit, if you do so the Ushabti returns to its pose and it is for all purposes a statue until you resume your control. Every long rest you must use 4 levels worth of spell slots per Ushabti to keep their magic running or you lose control.



You can use a bonus action to give them orders which they will follow as well as they can, If they are more than 100 feet away they will act on your last orders but can not receive new ones until you come closer than 100 feet, if you go more than 200 feet away you lose control. They roll their own initiative in combat (as a group).



You need to spend at least 1 day (8 hours a day) working on the Ushabti and require a piece of unworked stone of sufficient size, Gems worth 250 gold as well as Mason’s tools. When you create an Ushabti you roll 4d8 + 6 adding your proficiency modifier to every roll. You can spend up to 7 days working on the Ushabti to gain advantage on one Hit Dice per day work above the required 1 day when you roll for its health. Tomb Curse At 14th level you may cast the symbol spell once every long rest without using a spell slot and requiring only half the cost in components.



If you cast glyph of warding on a construct you may instead of placing a Glyph heal the construct by 2d8 + your spellcasting ability modifier. If you cast symbol on a construct you may instead of placing a Symbol heal the construct to its maximum hit points. Casting glyph of warding or symbol in this way does require components but does not consume them. Greater Statues of War At 18th level you gain the ability to create the mightiest of the Nehekharan War Statues. Instead of 2 Ushabti you may control one of these War Statues costing you 8 levels worth of spell slots every long rest to retain control.



You may create a Tomb Scorpion, minor Necrosphyx or Khemrian Warsphinx by working 7 days (8 hours a day) and using Gems and Materials worth 2000 gold as well as Mason’s tools. You can spend up to the amount of Hit Dice the Statue has worth of days working on the Statue to gain advantage on one Hit Dice per day work above the required 7 days when you roll for its health.

Lore of Nagash You serve Nagash, Master of Undeath. The Mortuary Cult sought Immortality and Nagash found it. Wether you were forced to serve or serve willingly does not matter, the world mistrusts the powers of necromancy and serving is the only path that remains. Your task is to find the nine books of Nagash and bring him back into this world and why not gain some personal power along the way.

While there are now also others that practice the necromantic art, none are as strong as those taught the secrets of the one who created it. You breath the wind of death and animating legions of undead is an easy thing for a Cultist of Nagash. The world may fight you, but every warrior they send at you is one that will rise to fight them.

Lore of Nagash Spells Mortuary Cultist level Spells 3rd darkness, phantasmal force 5th animate dead, fear 7th blight, sickening radiance 9th dance macabre, negative energy flood 11th circle of death, create undead Servant of the Great Necromancer At 2nd level you learn the chill touch cantrip and false life spell. Master of Undeath At 2nd level the dead no longer hold secrets anymore. You gain the speak with dead spell and you can cast it as a level 1 spell. When you use it, the animated spirit will always answer your questions and it will also do it truthfully. Call of Vanhel At 6th level you learn how to energize the undead, greatly increasing their speed. Once every long rest you can cast haste on a number of undead under your control equal to your wisdom modifier without using a spell slot. They do not suffer of negative effects due to the spell ending. Invocation of Nehek At 10th level you master Necromantic summoning. When you use a spell to summon or maintain control of undead you can summon or maintain control of double the amount of undead without additional cost. You may combine ten of the same medium sized undead creature into a huge sized horde.



Hordes have ten times the maximum hit points of the creature that they’re composed of and retain its traits and Actions. In addition they gain the Horde trait and immunity to the charmed, frightened, paralyzed, petrified, prone, restrained and stunned conditions. Horde Trait Horde. The horde can occupy another creatures space and vice versa. The horde can't regain hit points or gain temporary hit points. The horde can make four attacks of opportunity every turn. The horde inflicts half damage when reduced to half its hit points or fewer. When a creature ends its turn inside the horde or vice versa and no other friendly creatures are within 5 feet of it the horde can use one attack of opportunity to do a multiattack on the creature. Malediction of Nagash At 14th level you can cause the shadow of undeath to fall over your enemies. Any creature(s) of your choosing within 30 feet of you must make a wisdom saving throw or be affected by the bestow curse spell. The effects last for 24 hours or until you lose concentration. You may use this feature once every long rest. Life in Death At 18th level even death can not stop you. Once every long rest when rolling a death saving throw you may cast Magic Jar without using components or a spell slot. For the purpose of the spell your body is the container. When the spell ends the container is not destroyed like stated by the Magic Jar spell.



For the duration of the spell your body is considered to be at 0 hit points. As long as the body remains intact it can be healed by normal means. When you have positive hit points you are alive but catatonic. You may return to your body as long as it’s intact and within 100 feet.



Instead of the target’s soul being trapped in the container as stated by Magic Jar it is instead suppressed and stays inside the target’s body unable to affect anything but still aware of its surroundings. You do not gain access to the thoughts, memories, and knowledge of the victim, and if you leave the body, the target regains full control.

Nehekharan Warrior Medium Undead, lawful neutral Armor Class 12

12 Hit Points 13(2d8 + 4)

13(2d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) Damage Vulnerabilities bludgeoning

bludgeoning Damage Immunities poison

poison Condition Immunities exhaustion, poisoned

exhaustion, poisoned Senses darkvision 60ft., passive Perception 9

darkvision 60ft., passive Perception 9 Languages understands all languages it knew in life but can't speak

understands all languages it knew in life but can't speak Challenge 1/2 (100 XP) Ancient Warrior. Proficient with all simple and martial melee weapons. Proficient with light armor and medium armor, wearing medium armor lowers speed by 5 ft..

Arcane Binding. Can not use magical items Actions Melee attack. Melee Weapon Attack: the Nehekharan Warrior attacks once with its equipped weapon. Tomb Guard Medium Undead, lawful neutral Armor Class 12

12 Hit Points 21(3d8 + 9)

21(3d8 + 9) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 17 (+3) 6 (-2) 8 (-1) 5 (-3) Damage Vulnerabilities bludgeoning

bludgeoning Damage Immunities poison

poison Condition Immunities exhaustion, poisoned

exhaustion, poisoned Senses darkvision 60ft., passive Perception 9

darkvision 60ft., passive Perception 9 Languages understands all languages it knew in life but can't speak

understands all languages it knew in life but can't speak Challenge 1 (200 XP) Ancient Warrior Proficient with all simple and martial melee weapons. Proficient with light armor and medium armor, wearing medium armor lowers speed by 5 ft..

Elite Guard. Proficient with heavy armor and shields, wearing heavy armor lowers speed by 10 ft..

Improved Binding. Can use magical items that do not require attunement. Actions Melee attack. Melee Weapon Attack: the Tomb Guard attacks once with its equipped weapon.

Ushabti Large Construct, unaligned Armor Class 18 (natural armor)

18 (natural armor) Hit Points 24(4d8 + 6)

24(4d8 + 6) Speed 25ft. STR DEX CON INT WIS CHA 14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5) Damage Immunities poison, psychic

poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 120ft. (blind beyond this radius), passive Perception 6

blindsight 120ft. (blind beyond this radius), passive Perception 6 Languages —

— Challenge 2 (450 XP) Antimagic Suspectibility. The Ushabti is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the Ushabti must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the Ushabti remains motionless, it is indistinguishable from a statue. Actions Multiattack. The Ushabti makes two melee attacks.

Halberd. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit 13 (2d10 + 2) slashing damage. Tomb Scorpion large construct, unaligned Armor Class 15

15 Hit Points 85 (10d12 + 20)

85 (10d12 + 20) Speed 40ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 15 (+2) 1 (-5) 9 (-1) 3 (-4) Damage Immunities poison, psychic

poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 120ft. (blind beyond this radius), passive Perception 9

blindsight 120ft. (blind beyond this radius), passive Perception 9 Languages —

— Challenge 9 (5000 XP) Arcane Warconstruct. The Scorpions attacks are magical. False Appearance. While the scorpion remains motionless, it is indistinguishable from a statue. Actions Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.

Burrow. The Tomb Scorpion burrows underground, it can only do this in soft ground such as dirt, mud and sand. It moves at its normal speed underground.

Claw. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 14 (2d10 + 4) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

Sting. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 11 (1d12 + 4) piercing damage, and the target must make a DC 12 Constitution savin throw, taking 17 (3d10) poison damage on a failed save, or half as much damage on a succesful one.

Minor Necrosphinx large construct, unaligned Armor Class 16 (natural armor)

16 (natural armor) Hit Points 104 (9d12 + 45)

104 (9d12 + 45) Speed 40ft. STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 20 (+5) 1 (-5) 9 (-1) 3 (-4) Damage Immunities poison, psychic

poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 120ft. (blind beyond this radius), passive Perception 9

blindsight 120ft. (blind beyond this radius), passive Perception 9 Languages —

— Challenge 9 (5000 XP) Arcane Warconstruct. The Necrosphinx's attacks are magical. False Appearance. While the Necrosphinx remains motionless, it is indistinguishable from a statue. Actions Multiattack. The Necrospinx makes two melee attacks.

Blade. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 26 (3d12 + 6) piercing damage Khemrian Warsphinx Huge construct, unaligned Armor Class 20 (natural armor)

20 (natural armor) Hit Points 155 (10d20 + 50)

155 (10d20 + 50) Speed 60ft. STR DEX CON INT WIS CHA 24 (+7) 12 (+1) 21 (+5) 1 (-5) 9 (-1) 3 (-4) Damage Immunities poison, psychic

poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 120ft. (blind beyond this radius), passive Perception 9

blindsight 120ft. (blind beyond this radius), passive Perception 9 Languages —

— Challenge 9 (5000 XP) Arcane Warconstruct. The Warsphinx's attacks are magical. False Appearance. While the Warsphinx remains motionless, it is indistinguishable from a statue. Pounce. The Warspinx's jumping distance is doubled. If the Warsphinx moves at least 20 feet straight toward acreature and then hits it with a bite attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be thrown prone. If the target is prone, the Warsphinx can make one stomp attack against it as a bonus action Actions Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 40 (6d10 + 7) piercing damage Stomp. Melee Weapon Attack: +10 to hit, reach 5ft., one prone creature. Hit 46 (6d12 + 7) bludgeoning damage