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 Abandoned Mummy Tomb Beastiary

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Number of posts : 35
Registration date : 2008-02-24

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PostSubject: Abandoned Mummy Tomb Beastiary   Sun Mar 02, 2008 11:03 pm

MUMMY (Minimum 3)
Medium Undead
Hit Dice: 8d12 + 3 (99)
Initiative: +0
Speed: 20 ft.(4 squares)
Armor Class: 20(+10 Natural), touch 10, flat-footed 20
Base Attack/Grapple: +4/+11
Attack: Slam+11 Melee(1d6+10 plus mummy rot)
Full Attack: Slam+11 Melee(1d6+10 plus mummy rot)
Space/Reach: 5ft/5ft
Special Attacks: Despair, Mummy Rot
Special Qualities: Damage Reduction 5/-, Darkvision 60ft. , undead traits, vulnerability to fire
Saves: Fort+4, Ref+2, Will+8
Abilities: Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15
Skills: Hide +7, Listen +8, Move Silently +7, Spot +8
Feats: Alertness, Great Fortitude, Toughness
Enviroment: Any
CR: 5
Organization: Warden Squad (2-4) or Guardian Detail (6-10)

This creature looks like a withered and desiccated
corpse, with features hidden beneath centuries-old
funereal wrappings. It moves with a slow, shambling
gait and groans with the weight of the
ages. Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. They usually inhabit great tombs or temple complexes, maintaining a timeless vigil and destroying would-be grave robbers. These horrid creatures are often marked with symbols of the dire gods they serve. While other undead often stink of carrion,
the herbs and powders used to create a mummy give off a sharp, pungent odor like that of a spice cabinet. Mummies attack intruders without pause or mercy. They never attempt to communicate with their enemies and never retreat. An encounter with a mummy can end only with the destruction of one combatant or the other (unless the mummy’s foe elects to retreat). Most mummies are 5 to 6 feet tall and weigh about 120 pounds. Mummies can speak Common, but seldom bother to do so.
In melee combat, a mummy delivers a
powerful blow. Even if it had no other
abilities, its great strength and grim determination
would make it a formidable
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 Charismabased.
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

Medium Undead
Hit Dice: 8d12 + 3 (176)
Initiative: +5
Speed: 15 ft.(4 squares)
Armor Class: 30(+1 Dex, +10 Natural, +9 +2 Half-Plate Armor), touch 10, flat-footed 29
Base Attack/Grapple: +11/+19
Attack: Slam+20 Melee(1d6+12/19-20 plus mummy rot)
Full Attack: Slam+20 Melee(1d6+12/19-20 Crit plus mummy rot)
Space/Reach: 5ft/5ft
Special Attacks: Despair, Mummy Rot, rebuke undead, spells
Special Qualities: Damage Reduction 5/-, Darkvision 60ft. , undead traits, vulnerability to fire, resistance to fire 10
Saves: Fort+13, Ref+8, Will+20
Abilities: Str 26, Dex 12, Con -, Int 8, Wis 20, Cha 17
Skills: Concentration +8, Knowledge(Religion) +4, Listen +18, Move Silently +5, Spot +18
Feats: Alertness, Combat Casting, Great Fortitude, Improved Critical(slam), Improved Initiative, Weapon Focus(slam)
Enviroment: Any
CR: 15
Organization: Tomb Guard, Mummy Lord and Mummies (6-10)

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—ancient
bronze armor, a runemarked
sword, or a magic
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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