Mummy (Cadaver Maledictus)
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.