Dungeons and Dragons Mummy 3.5 PBP RPG

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Mummy

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

30 (+1 Dex, +10 natural, +9 +2 half-plate armor), touch 11, flat-footed 29

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., fire resistance 10, undead traits, vulnerability to fire

Saves:

Fort +4, Ref +2, Will +8

Fort +13, Ref +8, Will +20

Abilities:

Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15

Str 26, Dex 12, Con -, Int 8, Wis 20, Cha 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:

-

-

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.

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 Con and 1d6 Cha. 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: +2 half-plate armor, cloak of resistance +2, ring of minor elemental resistance (fire), brooch of shielding. (Different mummy lords may have different possessions.)


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A small patrol cruiser hovers near the Wildcard, positioned in such a way to avoid any contamination. Inside the Wildcard's crew common area the crew has gathered. There are three others among them; crew members from the Imperial craft. The leader among them is the captain of the patrol craft, a Vargr with dark black fur he addresses the crew.

"We have the creature secured and I am confident that your ships hull has been decontaminated. I've run some initial checks and I can't find any record of any creature that matches the description of what you've found. Imperial scientists will be eager to examine it and no doubt there will be a reward; of course I'm not authorized to dispense it at this point but stay in contact and I'm sure something will be arranged within the next few months."

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