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Wrapped from head to toe in ancient strips of moldering linen, this humanoid moves with a shuffling gait.Mummy

Mummy (CR 5)

XP 1,600
LE Medium Undead
Init +0; Senses Darkvision 60 ft.; Perception +16
Aura Despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)

DEFENSE

AC 20, touch 10, flat-footed 20 (+10 natural)
hp 62 (8d8+24)
Fort +4, Ref +2, Will +8
Defensive Abilities Channel Resistance +2; Immune Undead traits; Resist Ice 10
Weakness Fire and Holy

Tactics

During Combat The mummy awakens if his treasure or something of valuable is taken from him or his home (tomb) and attacks whoever did it stole his goods first. If nothing has been taken, he tends to go for any nearby opponent that has been paralyzed by despair assuming he can reach them.

OFFENSE

Speed 20 ft.
Melee Slam +14 (1d8+10 plus mummy rot)
Space 5 ft.; Reach 5 ft.

STATISTICS

Str 24, Dex 10, Con -, Int 6, Wis 15, Cha 15
Base Atk +6; CMB +13; CMD 23
Feats Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (Slam)
Skills Perception +16, Stealth +11
Language Necril

SPECIAL ABILITIES

Despair (Su)

All creatures within a 30-ft. radius that see a mummy must make a (DC 16) Will save or be paralyzed by 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. This is a paralysis and a mind-affecting fear effect. The save DC is Charisma-based.

Mummy Rot (Su)

Curse and disease – slam; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure -.

Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting any healing spells on the afflicted creature must succeed on a DC 16 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without an Arise or greater magic. The save DC is Charisma-based.