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Hosted by 12 To Midnight.
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Hit Dice: 9d12 plus 3 (Toughness feat), hp 58
Massive Damage Threshold: -
Speed: 20 ft.
Defense: 19, touch 11, flat-footed 19 (-1 Dex, +2 class, +8 natural)
Base Attack/Grapple: +5/+8
Attack: +8 melee (1d6+4 plus mummy rot, slam)
Full Attack: +8 melee (1d6+4 plus mummy rot, slam), or +4 ranged (1d10/19-20, crossbow)
Fighting Space/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Undead, despair, mummy rot, fire vulnerability, resistant to blows, damage reduction 5/+1, darkvision 60 ft.
Saves: Fort +4, Ref +2, Will +9
Action Points: 1
Allegiances: evil, law
Abilities: Str 17, Dex 8, Con -, Int 7, Wis 14, Cha 15
Possessions: Crossbow, 15 crossbow bolts
Challenge Rating: 7
Advancement: By character class
Mummies have the following traits:
Undead: Mummies have the traits and immunities common to undead.
Despair (Su): At the mere sight of a mummy, the viewer must succeed on a Will save (DC 15) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummy's despair ability for one day.
Mummy Rot (Su): A mummy's touch carries a horrible rotting disease (Fort save DC 20 negates; incubation period 1 day; damage 1d6 temporary Constitution). The GM may allow characters to create medicine to treat the disease using the Craft (pharmaceutical) skill. In a campaign that uses magic, a remove disease spell can cure this disease. The only other way to halt the disease's advance is to amputate whatever appendage the mummy touched (usually a hand, arm, leg, or foot). Amputating a limb deals 1d4+1 points of temporary Constitution damage, although a successful Treat Injury check (DC 25) reduces the temporary Constitution damage to 1 point. An afflicted creature that dies of mummy rot shrivels away and turns to dust.
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.
Resistant to Blows (Ex): Physical attacks deal only half damage to mummies. Apply this effect before damage reduction.
Damage Reduction 5/+1 (Su): In campaigns without magic weapons, the GM can either disregard the mummy's damage reduction or apply the damage reduction only to certain types of weapons (ballistic, bludgeoning, sonic/concussion, piercing, or slashing).
Bonus Feat: Mummies receive the bonus feat Archaic Weapons Proficiency.
Automatic Language: Mummies read, write, and speak one language.