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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Respar tries not to make a sound when the brand burns into his tricep, but grunts and groans escape his lips. Even a curse word or two (If anyone speaks it, he curses in Celestial). But he does not issue threats.

Once the group is alone he turns away from the others and begins to whistle tunelessly for a few minutes. He seems to be ignoring the others in the cell. But he finally turns and looks at the fiery barbarian woman and the tiefling.

"Oh I assure I can be useful. But before I agree to help you with your pointless attempt to smash and kill your way out of here, leaving everyone behind in various states of dismemberment and death, let me offer you an alternative. It may not be as… satisfying to your bloodlust, but I think it might have a slightly better chance of achieving escape, which is my priority."

He lowers his voice and says, "Right now there are few enough guards out there we might be able to overpower them. But if we suddenly start tearing chains from walls and what have you, they'll call for reinforcements. However if we can just get one or two to come in, I can have us ready to totally take them by surprise, and possibly very quietly. You might prefer to put on a loud and violent show, but I prefer to work quietly."

He then raises his hands, freed from the manacles in his lap. "Now, what say you all?"

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