Mummy
WOTC R&D, Dragon #300
Mummies are undead creatures, embalmed using ancient necromantic lore. Often set as guardian for sacred sites, mummies defend their charges until destroyed. Should they be unable to defend their charge for any reason, they become unreasoning spirits of vengeance, hunting those who desecrated the site their masters set the mummies to defend.
Mummies appear withered and desiccated, with features hidden beneath centuries-old funereal wrappings. They move with a slow, shambling gait and groan with the weight of the ages. Symbols of the dire gods they serve often mark these horrid creatures. While other undead stink of carrion, the herbs and powders used to create a mummy give off a sharp, pungent odor like that of a spice cabinet.
Mummified creatures speak the languages they spoke in life.
Creating a Mummy
"Mummified" is a template that can be added to any corporeal creature except constructs, oozes, and undead (referred to hereafter as the "base creature"). Creatures with this template have their type changed to "undead." It uses all the base creature's statistics and special abilities except as noted here.
Hit Dice: Change to d12.
Speed: -10 ft. (minimum 10 ft.), with other movement types unchanged.
AC: The base creature's natural armor increases by +8.
Damage: The base creature's natural attacks inflict mummy rot in a addition to their normal damage. The base creature's natural and manufactured weapons deal damage normally. If the base creature does not have a better natural attack, it gains a slam attack that deals damage based on the creature's size:
Fine | 1 |
Diminutive | 1d2 |
Tiny | 1d3 |
Small | 1d4 |
Medium-Size | 1d6 |
Large | 1d8 |
Huge | 2d6 |
Gargantuan | 2d8 |
Colossal | 4d6 |
Special Attacks: A mummy retains all the base creature's special attacks and gains those listed below. Saves for abilities listed below have a DC of 10 + 1/2 the mummy's HD + the mummy's Charisma modifier unless otherwise noted.
Mummy Rot (Su): Supernatural disease - natural weapon, Fortitude save (DC 20), incubation period 1 day, damage 1d6 temporary Constitution. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic (see Disease).
An afflicted creature that dies shrivels away into sand and dust that blow away into nothing at the first wind unless both a remove disease and raise dead are cast on the remains within 6 rounds.
Special Qualities: A mummy retains all the base creature's special qualities and gains those listed below.
Fire Vulnerability (Ex): A mummy takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.
Damage Reduction (Su): A mummy's undead body is tough, giving the creature damage reduction 5/+1.
Resistant to Blows (Ex): Physical attacks deal only half damage to mummies. Apply this effect before damage reduction.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Saves: Same as the base creature.
Abilities: Increase from base creature as follows: +6 Strength, -2 Dexterity, -4 Intelligence (minimum 2), +4 Wisdom, and +4 Charisma. Being undead, a mummy has no Constitution score.
Skills: Same as the base creature
Feats: Same as the base creature
Climate/Terrain: Any
Organization: Solitary, wardens (2-4), or guardians (6-10)
Challenge Rating: Same as the base creature +2
Treasure: Standard
Alignment: Always lawful evil
Advancement: Same as the base creature
ECL: +4
Sample Mummy: Ogre Mummy.