Name | Mummy |
---|---|
Sorted Name | Mummy |
Family | Mummy |
Size and Type | Medium Undead |
Hit Dice Count | 8 |
Hit Dice | 8d8+24 (60 hp) |
Random Hit Points | 8d8+24 - 16 |
Initiative | +0 |
Speed | 20 ft. |
Armor Class | 20, touch 10, flat-footed 20 (+10 natural) |
Base Attack/Grapple | +6/+CMB: +13CMD: 23 |
Attack | slam +14 (1d8+10 plus mummy rot) |
Space/Reach | 5 ft./5 ft. |
Special Qualities | darkvision 60 ft.; |
Saves | Fort +4, Ref +2, Will +8 |
Abilities | Str 24, Dex 10, Con -, Int 6, Wis 15, Cha 15 |
Skills | Perception +16, Stealth +11 |
Feats | Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam) |
Environment | any |
Challenge Rating | 5 |
Organization | solitary, warden squad (2-6), or guardian detail (7-12) |
Treasure | standard |
Alignment | LE |
Version | PRPG-O |
Sources | Pathfinder RPG (Open) |
MummyWrapped from head to toe in ancient strips of moldering linen, this humanoid moves with a shuff ling gait.Mummy CR 5 XP 1,600LE Medium undeadInit +0; Senses darkvision 60 ft.; Perception +16Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)DEFENSEAC 20, touch 10, flat-footed 20 (+10 natural)hp 60 (8d8+24)Fort +4, Ref +2, Will +8DR 5/-; Immune undead traitsWeaknesses vulnerable to fireOFFENSESpd 20 ft.Melee slam +14 (1d8+10 plus mummy rot)STATISTICSStr 24, Dex 10, Con -, Int 6, Wis 15, Cha 15Base Atk +6; CMB +13; CMD 23Feats Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam)Skills Perception +16, Stealth +11Languages CommonECOLOGYEnvironment anyOrganization solitary, warden squad (2-6), or guardian detail (7-12)Treasure standardSPECIAL ABILITIESDespair (Su) All creatures within a 30-foot 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 affect. 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 a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 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 a resurrection or greater magic. The save DC is Charisma-based.Created to guard the tombs of the honored dead, mummies are ever vigilant for those who would desecrate their sacred ground. Mummies are created through a rather lengthy and gruesome embalming process, during which all of the body's major organs are removed and replaced with dried herbs and flowers. After this process, the flesh is anointed with sacred oils and wrapped in purified linens. The creator then finishes the ritual with a create undead spell. Although most mummies are created merely as guardians and remain loyal to their charge until their destruction, certain powerful mummies have much more free will. The majority are at least 10th-level clerics, and are often kings or pharaohs who have called upon dark gods or sinister necromancers to bind their souls to their bodies after death-usually as a means to extend their rule beyond the grave, but at times simply to escape what they fear will be an eternity of torment in their own afterlife. |
Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
The Open content displayed above has been reproduced without permission from the copyright holder.
Attacks: slam +14 (1d8+10 plus mummy rot), or
feats: POWER ATTACK, TOUGHNESS, SKILL FOCUS (PERCEPTION), WEAPON FOCUS (SLAM), ,