Mummy
“Unveil the Secrets of the Mummy: Ancient Curses, Hidden Treasures, and a Deathless Guardian Awaits!”
Mummies are the preserved remains of ancient humans, typically wrapped in linen bandages and coated with a layer of resin or embalming fluid. Their appearance is often gruesome yet fascinating, characterized by:
- Bandaged Form: Mummies are wrapped in tightly bound linen strips, which have often yellowed and deteriorated over millennia, revealing patches of the original body beneath.
- Embalmed Features: The preserved skin, though dry and shrunken, may show traces of the person’s original facial features. Eyes are usually hollow, and the mouth may be partially open, revealing dried, shriveled gums.
- Desiccated Appearance: The body is dry and leathery, with the once-flesh now appearing almost like parchment. Embalming substances may cause the skin to appear dark and mottled.
- Rich Decorations: Some mummies are adorned with golden amulets, jewels, and elaborate funerary masks, which reflect their high status or religious significance.
Behavior:
Mummies exhibit a range of behaviors, often influenced by their original status and the magic or curses associated with them:
- Protective or Vengeful: Many mummies are guardians of tombs or ancient secrets, tasked with protecting their resting place from intruders. They may display a range of aggressive or mystical behaviors, depending on the lore surrounding them.
- Cursed Presence: Some mummies are driven by cursed energy, seeking revenge against those who disturbed their eternal slumber. They may exhibit supernatural abilities, such as summoning plagues or controlling the elements.
- Ancient Knowledge: Mummies, particularly those with significant historical or magical background, may possess ancient wisdom and knowledge of forgotten rituals and curses.
Habitat:
Mummies are typically found in ancient tombs or burial chambers, often situated in:
- Deserted Pyramids or Temples: In ancient Egypt, mummies are entombed within grand pyramids, hidden burial chambers, or elaborate tombs decorated with hieroglyphs and sacred symbols.
- Hidden Crypts: Some mummies are found in remote crypts or forgotten catacombs, buried deep beneath the earth, far from the eyes of the living.
- Ruins of Ancient Civilizations: In other cultures, mummies may be discovered in the ruins of ancient cities or sacred sites, often in contexts that hint at their role in rituals or ceremonies.
Modus Operandi:
The actions and tactics of mummies depend largely on their purpose and nature:
- Guardianship: As tomb guardians, mummies are often depicted as sentinels or traps within their burial sites. They may use ancient curses or mechanical traps to deter or harm intruders.
- Revenge: Mummies under a curse may seek to exact revenge on those who desecrated their tomb. They might cause supernatural phenomena, such as plagues, hallucinations, or mystical storms.
- Mystical Powers: Some mummies wield magical abilities, such as necromancy, control over sand or dust, or manipulation of the undead.
Motivation:
The driving forces behind a mummy’s actions are varied:
- Protection of Sacred Rest: Many mummies are motivated by their sacred duty to protect their final resting place and ensure that their tomb remains undisturbed for eternity.
- Curse or Revenge: Mummies cursed during their entombment may be driven by a desire to avenge wrongs done to them or to fulfill the conditions of their curse.
- Preservation of Knowledge: Some mummies are tasked with safeguarding ancient secrets or ritualistic knowledge, remaining active to prevent the loss or misuse of this sacred information.
Mummy 5e
Mummy 3.5
Mummy
Medium undead, lawful evil
Armor Class 11 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 10 (+0) | 14 (+2) | 12 (+1) | 12 (+1) | 14 (+2) |
Saving Throws Con +5, Wis +4
Skills Perception +4, Religion +4
Damage Resistances Cold, Fire, Poison
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 14
Languages Ancient Egyptian, Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits
- Undead Fortitude. If damage reduces the mummy to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the mummy drops to 1 hit point instead.
- Healing Absorption. The mummy can consume a healing potion or spell cast within 10 feet of it. If it does, it regains hit points equal to the amount the potion or spell would have restored.
Actions
- Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
- Mummy Rot (Recharge 5-6). The mummy exudes a noxious, magical rot. Each creature within 10 feet of the mummy that starts its turn there must succeed on a DC 13 Constitution saving throw or be infected with mummy rot. A creature infected with mummy rot can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a failed save, the creature’s hit point maximum is reduced by 10 (3d6) and it suffers 14 (4d6) necrotic damage. The effect can only be removed by a remove curse spell or similar magic.
- Dreadful Glare (1/Day). The mummy can use its action to terrify its enemies. Each creature of the mummy’s choice within 30 feet that can see the mummy must make a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the mummy is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the mummy’s Dreadful Glare for the next 24 hours.
Reactions
- Desperate Defense. When the mummy is hit by an attack, it can use its reaction to curse the attacker. The attacker must make a DC 13 Wisdom saving throw or be cursed for 1 minute. While cursed, the attacker has disadvantage on attack rolls and saving throws. The curse ends if the attacker successfully hits the mummy with an attack, breaking the curse.
Tactics
- Use Mummy Rot Early: The mummy should use its Mummy Rot ability to weaken multiple enemies and cause long-term damage, forcing adventurers to deal with the infection or seek powerful magic to remove it.
- Utilize Dreadful Glare Strategically: Activate Dreadful Glare in the midst of combat to disrupt and disorient multiple enemies, potentially turning the tide of battle in the mummy’s favor. Aim to use this ability when enemies are grouped together to maximize its effectiveness.
- Healing Absorption for Longevity: Position the mummy near allies or hidden healing sources to take advantage of its Healing Absorption trait, extending its survivability in prolonged encounters.
- Leverage Undead Fortitude: Take advantage of Undead Fortitude to absorb damage and remain in combat longer, especially if facing high-damage attacks that might otherwise drop it to 0 hit points.
Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. Most mummies are 5 to 6 feet tall and weigh about 120 pounds. Mummies can speak Common, but seldom bother to do so.. They usually inhabit great tombs or temple complexes, maintaining a timeless vigil and destroying would-be graverobbers.
Source(s) 3.5E Monster Manual I, 3E Monster Manual I, Monstrous Compendium Volume 1, d20 Modern, Expert Boxed Set, 1E Monster Manual 1, Rules Cyclopedia, Classic D&D Game, Monstrous Manual, Dangerous Denizens
Mummy – Mummy Lord, 10th-Level Cleric | ||
---|---|---|
Medium undead | Medium undead | |
Hit Dice | 8d12+3 (55 hp) | 8d12 plus 10d8 (97 hp) |
Initiative | +0 | +5 |
Speed | 20 ft. (4 squares) | 15 ft. in Half-plate armor (3 squares); base speed 20 ft. |
Armor Class | 20 (+10 natural), touch 10, flat-footed 20 | 19 (+1 Dexterity, +10 natural, touch 11, flat-footed 20 |
Base Attack/Grapple | +4/+11 | +11/+19 |
Attack | Slam +11 melee (1d6+10 plus mummy rot) | Slam +20 melee (1d6+12/19-20 plus mummy rot) |
Full Attack | Slam +11 melee (1d6+10 plus mummy rot) | Slam +20 melee (1d6+12/19-20 plus mummy rot) |
Space/Reach | 5 ft./5 ft. | 5 ft./5 ft. |
Special Attacks | Despair, mummy rot | Despair, mummy rot, rebuke undead, spells |
Special Qualities | Damage reduction 5/-, Darkvision 60 ft., undead traits, vulnerability to fire | Damage reduction 5/-, Darkvision 60 ft., resistance to fire 10, undead traits, vulnerability to fire |
Saves | Fort +4, Ref +2, Will +8 | Fort +13, Ref +8, Will +20 |
Abilities | Strength 24, Dexterity 10, Constitution -, Intelligence 6, Wisdom 14, Charisma 15 | Strength 26, Dexterity 12, Constitution -, Intelligence 8, Wisdom 20, Charisma 17 |
Skills | Hide +7, Listen +8, Move Silently +7, Spot +8 | Concentration +8, Knowledge (religion) +4, Listen +18, Move Silently +5, Spot +18 |
Feats | Alertness, Great Fortitude, Toughness | Alertness, Combat Casting, Great Fortitude, Improved Critical (slam), Improved Initiative, Weapon Focus (slam) |
Environment | Any | Any |
Organization | Solitary, warden squad (2-4), or guardian detail (6-10) | Solitary or tomb guard (1 mummy lord and 6-10 mummies) |
Challenge Rating | 5 | 15 |
Treasure | Standard | Standard plus possessions noted below |
Alignment | Usually lawful evil | Usually lawful evil |
Advancement | 9-16 HD (Medium); 17-24 HD (Large) | By character class |
Level Adjustment | – | – |
Combat
Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 16 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Charisma-based.
mummy rot (Su): Supernatural disease-slam, Fortitude DC 16, incubation period 1 minute; damage 1d6 Constitution and 1d6 Charisma. The save DC is Charisma-based.
Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.
mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.
An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.
Mummy Lord
Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. A mummy lord resembles its lesser fellows, but often wears or carries equipment it used in life.
Mummy lords are often potent spellcasters. They are found as guardians of the tombs of high lords, priests, and mages. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature. A mummy lord of this sort is usually imprisoned in a tomb that is never meant to be opened again.
Despair (Su): The save DC against this mummy lord’s despair is 17.
mummy rot (Su): The save DC against this mummy lord’s mummy rot is 17.
Typical Cleric Spells Prepared (6/7/6/5/5/4; save DC 15 + spell level):
- 0-Detect Magic (2), Guidance, read magic, resistance, virtue;
- 1st-bane, command, deathwatch, divine favor, doom, Sanctuary*, shield of faith;
- 2nd-bull’s strength, death knell*, Hold Person, Resist Energy, silence, Spiritual Weapon;
- 3rd-animate dead*, deeper darkness, dispel magic, Invisibility Purge, searing light;
- 4th-air walk, dismissal, divine power, giant vermin, spell immunity*;
- 5th-Insect Plague, slay living*, Spell Resistance, symbol of pain.
*Domain Spell. Domains: Death and Protection.
Possessions: cloak of resistance +2, ring of minor elemental resistance (fire), brooch of shielding. (Different mummy lords may have different possessions.)