"""
A collection of monsters from D&D 5e's SRD

This file was autogenerated by https://github.com/stravajiaxen/5e-srd-to-py
"""

from dungeonsheets.monsters.monsters import Monster
from dungeonsheets.stats import Ability


class Mage(Monster):
    """

    Spellcasting.
      The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

    - Cantrips (at will): fire bolt, light, mage hand, prestidigitation
    - 1st level (4 slots): detect magic, mage armor, magic missile, shield
    - 2nd level (3 slots): misty step, suggestion
    - 3rd level (3 slots): counterspell, fireball, fly
    - 4th level (3 slots): greater invisibility, ice storm
    - 5th level (1 slot): cone of cold

    # Actions

    Dagger.
      Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60
      ft., one target. Hit: 4 (1d4 + 2) piercing damage.
    """
    name = 'Mage'
    description = 'Medium humanoid, any alignment'
    challenge_rating = 6
    armor_class = 12
    skills = 'Arcana +6, History +6'
    senses = 'Passive Perception 11'
    languages = 'any four languages'
    strength = Ability(9)
    dexterity = Ability(14)
    constitution = Ability(11)
    intelligence = Ability(17)
    wisdom = Ability(12)
    charisma = Ability(11)
    speed = 30
    swim_speed = 0
    fly_speed = 0
    climb_speed = 0
    burrow_speed = 0
    hp_max = 40
    hit_dice = '9d8 + 0'
    condition_immunities = ''
    damage_immunities = ''
    damage_resistances = ''
    damage_vulnerabilities = ''
    spells = ['fire bolt', 'light', 'mage hand', 'prestidigitation', 'detect magic', 'mage armor', 'magic missile', 'shield', 'misty step', 'suggestion', 'counterspell', 'fireball', 'fly', 'greater invisibility', 'ice storm', 'cone of cold']


class MagmaMephit(Monster):
    """

    Death Burst.
      When the mephit dies, it explodes in a burst of lava. Each creature
      within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7
      (2d6) fire damage on a failed save, or half as much damage on a
      successful one.
    False Appearance.
      While the mephit remains motionless, it is indistinguishable from an
      ordinary mound of magma.
    Innate Spellcasting.
      The mephit can innately cast heat metal (spell save DC 10), requiring
      no material components. Its innate spellcasting ability is Charisma.

    # Actions

    Claws.
      Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3
      (1d4 + 1) slashing damage plus 2 (1d4) fire damage.
    Fire Breath (Recharge 6).
      The mephit exhales a 15-foot cone of fire. Each creature in that area
      must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage
      on a failed save, or half as much damage on a successful one.
    Variant: Summon Mephits.
      The mephit has a 25 percent chance of summoning 1d4 mephits of its
      kind. A summoned mephit appears in an unoccupied space within 60 feet
      of its summoner, acts as an ally of its summoner, and can't summon
      other mephits. It remains for 1 minute, until it or its summoner dies,
      or until its summoner dismisses it as an action.
    """
    name = 'Magma Mephit'
    description = 'Small elemental, neutral evil'
    challenge_rating = 0.5
    armor_class = 11
    skills = 'Stealth +3'
    senses = 'Darkvision 60 ft., Passive Perception 10'
    languages = 'Ignan, Terran'
    strength = Ability(8)
    dexterity = Ability(12)
    constitution = Ability(12)
    intelligence = Ability(7)
    wisdom = Ability(10)
    charisma = Ability(10)
    speed = 30
    swim_speed = 0
    fly_speed = 30
    climb_speed = 0
    burrow_speed = 0
    hp_max = 22
    hit_dice = '5d6 + 5'
    condition_immunities = 'poisoned'
    damage_immunities = 'fire, poison'
    damage_resistances = ''
    damage_vulnerabilities = 'cold'
    spells = []


class Magmin(Monster):
    """

    Death Burst.
      When the magmin dies, it explodes in a burst of fire and magma. Each
      creature within 10 ft. of it must make a DC 11 Dexterity saving throw,
      taking 7 (2d6) fire damage on a failed save, or half as much damage on
      a successful one. Flammable objects that aren't being worn or carried
      in that area are ignited.
    Ignited Illumination.
      As a bonus action, the magmin can set itself ablaze or extinguish its
      flames. While ablaze, the magmin sheds bright light in a 10-foot
      radius and dim light for an additional 10 ft.

    # Actions

    Touch.
      Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6)
      fire damage. If the target is a creature or a flammable object, it
      ignites. Until a target takes an action to douse the fire, the target
      takes 3 (1d6) fire damage at the end of each of its turns.
    """
    name = 'Magmin'
    description = 'Small elemental, chaotic neutral'
    challenge_rating = 0.5
    armor_class = 14
    skills = ''
    senses = 'Darkvision 60 ft., Passive Perception 10'
    languages = 'Ignan'
    strength = Ability(7)
    dexterity = Ability(15)
    constitution = Ability(12)
    intelligence = Ability(8)
    wisdom = Ability(11)
    charisma = Ability(10)
    speed = 30
    swim_speed = 0
    fly_speed = 0
    climb_speed = 0
    burrow_speed = 0
    hp_max = 9
    hit_dice = '2d6 + 2'
    condition_immunities = ''
    damage_immunities = 'fire'
    damage_resistances = 'bludgeoning, piercing, and slashing from nonmagical weapons'
    damage_vulnerabilities = ''
    spells = []


class Mammoth(Monster):
    """

    Trampling Charge.
      If the mammoth moves at least 20 ft. straight toward a creature and
      then hits it with a gore attack on the same turn, that target must
      succeed on a DC 18 Strength saving throw or be knocked prone. If the
      target is prone, the mammoth can make one stomp attack against it as a
      bonus action.

    # Actions

    Gore.
      Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25
      (4d8 + 7) piercing damage.
    Stomp.
      Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit:
      29 (4d10 + 7) bludgeoning damage.
    """
    name = 'Mammoth'
    description = 'Huge beast, unaligned'
    challenge_rating = 6
    armor_class = 13
    skills = ''
    senses = 'Passive Perception 10'
    languages = ''
    strength = Ability(24)
    dexterity = Ability(9)
    constitution = Ability(21)
    intelligence = Ability(3)
    wisdom = Ability(11)
    charisma = Ability(6)
    speed = 40
    swim_speed = 0
    fly_speed = 0
    climb_speed = 0
    burrow_speed = 0
    hp_max = 126
    hit_dice = '11d12 + 55'
    condition_immunities = ''
    damage_immunities = ''
    damage_resistances = ''
    damage_vulnerabilities = ''
    spells = []


class Manticore(Monster):
    """

    Tail Spike Regrowth.
      The manticore has twenty-four tail spikes. Used spikes regrow when the
      manticore finishes a long rest.

    # Actions

    Multiattack.
      The manticore makes three attacks: one with its bite and two with its
      claws or three with its tail spikes.
    Bite.
      Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 +
      3) piercing damage.
    Claw.
      Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +
      3) slashing damage.
    Tail Spike.
      Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7
      (1d8 + 3) piercing damage.
    """
    name = 'Manticore'
    description = 'Large monstrosity, lawful evil'
    challenge_rating = 3
    armor_class = 14
    skills = ''
    senses = 'Darkvision 60 ft., Passive Perception 11'
    languages = ''
    strength = Ability(17)
    dexterity = Ability(16)
    constitution = Ability(17)
    intelligence = Ability(7)
    wisdom = Ability(12)
    charisma = Ability(8)
    speed = 30
    swim_speed = 0
    fly_speed = 50
    climb_speed = 0
    burrow_speed = 0
    hp_max = 68
    hit_dice = '8d10 + 24'
    condition_immunities = ''
    damage_immunities = ''
    damage_resistances = ''
    damage_vulnerabilities = ''
    spells = []


class Marilith(Monster):
    """

    Magic Resistance.
      The marilith has advantage on saving throws against spells and other
      magical effects.
    Magic Weapons.
      The marilith's weapon attacks are magical.
    Reactive.
      The marilith can take one reaction on every turn in combat.

    # Actions

    Multiattack.
      The marilith can make seven attacks: six with its longswords and one
      with its tail.
    Longsword.
      Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8
      + 4) slashing damage.
    Tail.
      Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15
      (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it
      is grappled (escape DC 19). Until this grapple ends, the target is
      restrained, the marilith can automatically hit the target with its
      tail, and the marilith can't make tail attacks against other targets.
    Teleport.
      The marilith magically teleports, along with any equipment it is
      wearing or carrying, up to 120 feet to an unoccupied space it can see.
    Variant: Summon Demon.
      The demon chooses what to summon and attempts a magical summoning.
      
      A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4
      hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.
      
      A summoned demon appears in an unoccupied space within 60 feet of its
      summoner, acts as an ally of its summoner, and can't summon other
      demons. It remains for 1 minute, until it or its summoner dies, or
      until its summoner dismisses it as an action.

    # Reactions

    Parry.
      The marilith adds 5 to its AC against one melee attack that would hit
      it. To do so, the marilith must see the attacker and be wielding a
      melee weapon.
    """
    name = 'Marilith'
    description = 'Large fiend, chaotic evil'
    challenge_rating = 16
    armor_class = 18
    skills = ''
    senses = 'Truesight 120 ft., Passive Perception 13'
    languages = 'Abyssal, telepathy 120 ft.'
    strength = Ability(18)
    dexterity = Ability(20)
    constitution = Ability(20)
    intelligence = Ability(18)
    wisdom = Ability(16)
    charisma = Ability(20)
    speed = 40
    swim_speed = 0
    fly_speed = 0
    climb_speed = 0
    burrow_speed = 0
    hp_max = 189
    hit_dice = '18d10 + 90'
    condition_immunities = 'poisoned'
    damage_immunities = 'poison'
    damage_resistances = 'cold'
    damage_vulnerabilities = ''
    spells = []


class Mastiff(Monster):
    """

    Keen Hearing and Smell.
      The mastiff has advantage on Wisdom (Perception) checks that rely on
      hearing or smell.

    # Actions

    Bite.
      Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 +
      1) piercing damage. If the target is a creature, it must succeed on a
      DC 11 Strength saving throw or be knocked prone.
    """
    name = 'Mastiff'
    description = 'Medium beast, unaligned'
    challenge_rating = 0.125
    armor_class = 12
    skills = 'Perception +3'
    senses = 'Passive Perception 13'
    languages = ''
    strength = Ability(13)
    dexterity = Ability(14)
    constitution = Ability(12)
    intelligence = Ability(3)
    wisdom = Ability(12)
    charisma = Ability(7)
    speed = 40
    swim_speed = 0
    fly_speed = 0
    climb_speed = 0
    burrow_speed = 0
    hp_max = 5
    hit_dice = '1d8 + 1'
    condition_immunities = ''
    damage_immunities = ''
    damage_resistances = ''
    damage_vulnerabilities = ''
    spells = []


class Medusa(Monster):
    """

    Petrifying Gaze.
      When a creature that can see the medusa's eyes starts its turn within
      30 ft. of the medusa, the medusa can force it to make a DC 14
      Constitution saving throw if the medusa isn't incapacitated and can
      see the creature. If the saving throw fails by 5 or more, the creature
      is instantly petrified. Otherwise, a creature that fails the save
      begins to turn to stone and is restrained. The restrained creature
      must repeat the saving throw at the end of its next turn, becoming
      petrified on a failure or ending the effect on a success. The
      petrification lasts until the creature is freed by the greater
      restoration spell or other magic.
      
      Unless surprised, a creature can avert its eyes to avoid the saving
      throw at the start of its turn. If the creature does so, it can't see
      the medusa until the start of its next turn, when it can avert its
      eyes again. If the creature looks at the medusa in the meantime, it
      must immediately make the save.
      
      If the medusa sees itself reflected on a polished surface within 30
      ft. of it and in an area of bright light, the medusa is, due to its
      curse, affected by its own gaze.

    # Actions

    Multiattack.
      The medusa makes either three melee attacks--one with its snake hair
      and two with its shortsword--or two ranged attacks with its longbow.
    Snake Hair.
      Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4
      + 2) piercing damage plus 14 (4d6) poison damage.
    Shortsword.
      Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 +
      2) piercing damage.
    Longbow.
      Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6
      (1d8 + 2) piercing damage plus 7 (2d6) poison damage.
    """
    name = 'Medusa'
    description = 'Medium monstrosity, lawful evil'
    challenge_rating = 6
    armor_class = 15
    skills = 'Deception +5, Insight +4, Perception +4, Stealth +5'
    senses = 'Darkvision 60 ft., Passive Perception 14'
    languages = 'Common'
    strength = Ability(10)
    dexterity = Ability(15)
    constitution = Ability(16)
    intelligence = Ability(12)
    wisdom = Ability(13)
    charisma = Ability(15)
    speed = 30
    swim_speed = 0
    fly_speed = 0
    climb_speed = 0
    burrow_speed = 0
    hp_max = 127
    hit_dice = '17d8 + 51'
    condition_immunities = ''
    damage_immunities = ''
    damage_resistances = ''
    damage_vulnerabilities = ''
    spells = []


class Merfolk(Monster):
    """

    Amphibious.
      The merfolk can breathe air and water.

    # Actions

    Spear.
      Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60
      ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing
      damage if used with two hands to make a melee attack.
    """
    name = 'Merfolk'
    description = 'Medium humanoid, neutral'
    challenge_rating = 0.125
    armor_class = 11
    skills = 'Perception +2'
    senses = 'Passive Perception 12'
    languages = 'Aquan, Common'
    strength = Ability(10)
    dexterity = Ability(13)
    constitution = Ability(12)
    intelligence = Ability(11)
    wisdom = Ability(11)
    charisma = Ability(12)
    speed = 10
    swim_speed = 40
    fly_speed = 0
    climb_speed = 0
    burrow_speed = 0
    hp_max = 11
    hit_dice = '2d8 + 2'
    condition_immunities = ''
    damage_immunities = ''
    damage_resistances = ''
    damage_vulnerabilities = ''
    spells = []


class Merrow(Monster):
    """

    Amphibious.
      The merrow can breathe air and water.

    # Actions

    Multiattack.
      The merrow makes two attacks: one with its bite and one with its claws
      or harpoon.
    Bite.
      Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 +
      4) piercing damage.
    Claws.
      Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 +
      4) slashing damage.
    Harpoon.
      Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60
      ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a
      Huge or smaller creature, it must succeed on a Strength contest
      against the merrow or be pulled up to 20 feet toward the merrow.
    """
    name = 'Merrow'
    description = 'Large monstrosity, chaotic evil'
    challenge_rating = 2
    armor_class = 13
    skills = ''
    senses = 'Darkvision 60 ft., Passive Perception 10'
    languages = 'Abyssal, Aquan'
    strength = Ability(18)
    dexterity = Ability(10)
    constitution = Ability(15)
    intelligence = Ability(8)
    wisdom = Ability(10)
    charisma = Ability(9)
    speed = 10
    swim_speed = 40
    fly_speed = 0
    climb_speed = 0
    burrow_speed = 0
    hp_max = 45
    hit_dice = '6d10 + 12'
    condition_immunities = ''
    damage_immunities = ''
    damage_resistances = ''
    damage_vulnerabilities = ''
    spells = []


class Mimic(Monster):
    """

    Shapechanger.
      The mimic can use its action to polymorph into an object or back into
      its true, amorphous form. Its statistics are the same in each form.
      Any equipment it is wearing or carrying isn 't transformed. It reverts
      to its true form if it dies.
    Adhesive (Object Form Only).
      The mimic adheres to anything that touches it. A Huge or smaller
      creature adhered to the mimic is also grappled by it (escape DC 13).
      Ability checks made to escape this grapple have disadvantage.
    False Appearance (Object Form Only).
      While the mimic remains motionless, it is indistinguishable from an
      ordinary object.
    Grappler.
      The mimic has advantage on attack rolls against any creature grappled
      by it.

    # Actions

    Pseudopod.
      Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 +
      3) bludgeoning damage. If the mimic is in object form, the target is
      subjected to its Adhesive trait.
    Bite.
      Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 +
      3) piercing damage plus 4 (1d8) acid damage.
    """
    name = 'Mimic'
    description = 'Medium monstrosity, neutral'
    challenge_rating = 2
    armor_class = 12
    skills = 'Stealth +5'
    senses = 'Darkvision 60 ft., Passive Perception 11'
    languages = ''
    strength = Ability(17)
    dexterity = Ability(12)
    constitution = Ability(15)
    intelligence = Ability(5)
    wisdom = Ability(13)
    charisma = Ability(8)
    speed = 15
    swim_speed = 0
    fly_speed = 0
    climb_speed = 0
    burrow_speed = 0
    hp_max = 58
    hit_dice = '9d8 + 18'
    condition_immunities = 'prone'
    damage_immunities = 'acid'
    damage_resistances = ''
    damage_vulnerabilities = ''
    spells = []


class Minotaur(Monster):
    """

    Charge.
      If the minotaur moves at least 10 ft. straight toward a target and
      then hits it with a gore attack on the same turn, the target takes an
      extra 9 (2d8) piercing damage. If the target is a creature, it must
      succeed on a DC 14 Strength saving throw or be pushed up to 10 ft.
      away and knocked prone.
    Labyrinthine Recall.
      The minotaur can perfectly recall any path it has traveled.
    Reckless.
      At the start of its turn, the minotaur can gain advantage on all melee
      weapon attack rolls it makes during that turn, but attack rolls
      against it have advantage until the start of its next turn.

    # Actions

    Greataxe.
      Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12
      + 4) slashing damage.
    Gore.
      Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8
      + 4) piercing damage.
    """
    name = 'Minotaur'
    description = 'Large monstrosity, chaotic evil'
    challenge_rating = 3
    armor_class = 14
    skills = 'Perception +7'
    senses = 'Darkvision 60 ft., Passive Perception 17'
    languages = 'Abyssal'
    strength = Ability(18)
    dexterity = Ability(11)
    constitution = Ability(16)
    intelligence = Ability(6)
    wisdom = Ability(16)
    charisma = Ability(9)
    speed = 40
    swim_speed = 0
    fly_speed = 0
    climb_speed = 0
    burrow_speed = 0
    hp_max = 76
    hit_dice = '9d10 + 27'
    condition_immunities = ''
    damage_immunities = ''
    damage_resistances = ''
    damage_vulnerabilities = ''
    spells = []


class MinotaurSkeleton(Monster):
    """

    Charge.
      If the skeleton moves at least 10 feet straight toward a target and
      then hits it with a gore attack on the same turn, the target takes an
      extra 9 (2d8) piercing damage. If the target is a creature, it must
      succeed on a DC 14 Strength saving throw or be pushed up to 10 feet
      away and knocked prone.

    # Actions

    Greataxe.
      Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12
      + 4) slashing damage.
    Gore.
      Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8
      + 4) piercing damage.
    """
    name = 'Minotaur Skeleton'
    description = 'Large undead, lawful evil'
    challenge_rating = 2
    armor_class = 12
    skills = ''
    senses = 'Darkvision 60 ft., Passive Perception 9'
    languages = "understands Abyssal but can't speak"
    strength = Ability(18)
    dexterity = Ability(11)
    constitution = Ability(15)
    intelligence = Ability(6)
    wisdom = Ability(8)
    charisma = Ability(5)
    speed = 40
    swim_speed = 0
    fly_speed = 0
    climb_speed = 0
    burrow_speed = 0
    hp_max = 67
    hit_dice = '9d10 + 18'
    condition_immunities = 'exhaustion, poisoned'
    damage_immunities = 'poison'
    damage_resistances = ''
    damage_vulnerabilities = 'bludgeoning'
    spells = []


class Mule(Monster):
    """

    Beast of Burden.
      The mule is considered to be a Large animal for the purpose of
      determining its carrying capacity.
    Sure-Footed.
      The mule has advantage on Strength and Dexterity saving throws made
      against effects that would knock it prone.

    # Actions

    Hooves.
      Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 +
      2) bludgeoning damage.
    """
    name = 'Mule'
    description = 'Medium beast, unaligned'
    challenge_rating = 0.125
    armor_class = 10
    skills = ''
    senses = 'Passive Perception 10'
    languages = ''
    strength = Ability(14)
    dexterity = Ability(10)
    constitution = Ability(13)
    intelligence = Ability(2)
    wisdom = Ability(10)
    charisma = Ability(5)
    speed = 40
    swim_speed = 0
    fly_speed = 0
    climb_speed = 0
    burrow_speed = 0
    hp_max = 11
    hit_dice = '2d8 + 2'
    condition_immunities = ''
    damage_immunities = ''
    damage_resistances = ''
    damage_vulnerabilities = ''
    spells = []


class Mummy(Monster):
    """

    # Actions

    Multiattack.
      The mummy can use its Dreadful Glare and makes one attack with its
      rotting fist.
    Rotting Fist.
      Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6
      + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target
      is a creature, it must succeed on a DC 12 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.
    Dreadful Glare.
      The mummy targets one creature it can see within 60 ft. of it. If the
      target can see the mummy, it must succeed on a DC 11 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 (but
      not mummy lords) for the next 24 hours.
    """
    name = 'Mummy'
    description = 'Medium undead, lawful evil'
    challenge_rating = 3
    armor_class = 11
    skills = ''
    senses = 'Darkvision 60 ft., Passive Perception 10'
    languages = 'the languages it knew in life'
    strength = Ability(16)
    dexterity = Ability(8)
    constitution = Ability(15)
    intelligence = Ability(6)
    wisdom = Ability(10)
    charisma = Ability(12)
    speed = 20
    swim_speed = 0
    fly_speed = 0
    climb_speed = 0
    burrow_speed = 0
    hp_max = 58
    hit_dice = '9d8 + 18'
    condition_immunities = 'charmed, exhaustion, frightened, paralyzed, poisoned'
    damage_immunities = 'necrotic, poison'
    damage_resistances = 'bludgeoning, piercing, and slashing from nonmagical weapons'
    damage_vulnerabilities = 'fire'
    spells = []


class MummyLord(Monster):
    """

    Magic Resistance.
      The mummy lord has advantage on saving throws against spells and other
      magical effects.
    Rejuvenation.
      A destroyed mummy lord gains a new body in 24 hours if its heart is
      intact, regaining all its hit points and becoming active again. The
      new body appears within 5 feet of the mummy lord's heart.
    Spellcasting.
      The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:
      
      - Cantrips (at will): sacred flame, thaumaturgy
      - 1st level (4 slots): command, guiding bolt, shield of faith
      - 2nd level (3 slots): hold person, silence, spiritual weapon
      - 3rd level (3 slots): animate dead, dispel magic
      - 4th level (3 slots): divination, guardian of faith
      - 5th level (2 slots): contagion, insect plague
      - 6th level (1 slot): harm

    # Actions

    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.
    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.

    # Legendary Actions

    Attack.
      The mummy lord makes one attack with its rotting fist or uses its
      Dreadful Glare.
    Blinding Dust.
      Blinding dust and sand swirls magically around the mummy lord. Each
      creature within 5 feet of the mummy lord must succeed on a DC 16
      Constitution saving throw or be blinded until the end of the
      creature's next turn.
    Blasphemous Word (Costs 2 Actions).
      The mummy lord utters a blasphemous word. Each non-undead creature
      within 10 feet of the mummy lord that can hear the magical utterance
      must succeed on a DC 16 Constitution saving throw or be stunned until
      the end of the mummy lord's next turn.
    Channel Negative Energy (Costs 2 Actions).
      The mummy lord magically unleashes negative energy. Creatures within
      60 feet of the mummy lord, including ones behind barriers and around
      corners, can't regain hit points until the end of the mummy lord's
      next turn.
    Whirlwind of Sand (Costs 2 Actions).
      The mummy lord magically transforms into a whirlwind of sand, moves up
      to 60 feet, and reverts to its normal form. While in whirlwind form,
      the mummy lord is immune to all damage, and it can't be grappled,
      petrified, knocked prone, restrained, or stunned. Equipment worn or
      carried by the mummy lord remain in its possession.
    """
    name = 'Mummy Lord'
    description = 'Medium undead, lawful evil'
    challenge_rating = 15
    armor_class = 17
    skills = 'History +5, Religion +5'
    senses = 'Darkvision 60 ft., Passive Perception 14'
    languages = 'the languages it knew in life'
    strength = Ability(18)
    dexterity = Ability(10)
    constitution = Ability(17)
    intelligence = Ability(11)
    wisdom = Ability(18)
    charisma = Ability(16)
    speed = 20
    swim_speed = 0
    fly_speed = 0
    climb_speed = 0
    burrow_speed = 0
    hp_max = 97
    hit_dice = '13d8 + 39'
    condition_immunities = 'charmed, exhaustion, frightened, paralyzed, poisoned'
    damage_immunities = 'necrotic, poison, bludgeoning, piercing, and slashing from nonmagical weapons'
    damage_resistances = ''
    damage_vulnerabilities = 'fire'
    spells = ['sacred flame', 'thaumaturgy', 'command', 'guiding bolt', 'shield of faith', 'hold person', 'silence', 'spiritual weapon', 'animate dead', 'dispel magic', 'divination', 'guardian of faith', 'contagion', 'insect plague', 'harm']
