11 (natural armor)
58 (9d8+18)
walk 20 ft.
Wis +2
bludgeoning, piercing, slashing from nonmagical attacks
fire
necrotic, poison
charmed, exhaustion, frightened, paralyzed, poisoned
darkvision 60 ft.
the languages it knew in life
3
The marauder can use its Dreadful Glare and makes one attack with its 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 marauder 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.
The marauder targets one creature it can see within 60 feet of it. If the target can see the marauder, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the marauder'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 marauder lords) for the next 24 hours.