Mummy (Cadaver Maledictus)

Mummy

Here’s a draft QuestRex mummy with some placeholder AI art (points if you get the Johnny Quest reference). I always wished mummies in fantasy gaming were a bit more like the Karloff’s great portrayal in the 1932 movie. This version hints at that in the lore.

Level: 7

Type: Undead

Freq: Rare

Num: 2d4

Align: Lawful Evil

Aura: Black with bands of gold and purple

HP: 6d8+3 (30 avg.)

AC: 17

Speed: 20’

Combat: +7

Saves: +2

Attacks: 1d12 + disease

Morale: Steady (DC 7)

Attribs: Str 18 (+4), Dex 8 (-1), Con 16 (+3), Int 6 (-2), Wis 10 (+0), Cha 4 (-3)
Size: Medium
XP: 500
Treasure: D

Abilities & Limitations

  • Darksight
  • Radiate Fear
  • Immunity: mind-affecting spells(sleep, charm, etc.) hold, cold, poison, and paralysis.
  • Vulnerability: Fire and Holy Water (2d8 damage per vial)
  • Weapon Resistance: Only harmed by magical weapons, which deal half damage
  • Mummy Rot: On a successful hit, target must Save or contract a magical rotting disease. Target suffers:
  • Enviromental Hazard: Disease
  • -2 Charisma for every level of Weakend inflicted by the disease
  • Blocks all healing spells
  • Can only be cured by Cure Disease or Remove Curse

Description: Mummies are undead swaddled in rotting funeral bandages that rise from lost tombs, crypts, and ruins to annihilate intruders. Though slow-moving, they are preternaturally strong, and their touch spreads a terrible rotting curse. Mummies radiate a palpable fear that can cause even the most stalwart to flee their presence. Their undead form is highly resistant to many attacks but vulnerable to fire.

Lore

  • Some mummies are highly intelligent sorcerers who can kill to revivify their flesh and walk unoticed among the living. These mummies do not inflict the rotting disease.
  • The dust of mummies is highly useful in many greater magics and potions
  • The rotting desease of mummies can be prevented by three days of uninterupted prayer and absolution immediatly following an encounter with one.