Greater Mummy by Robert Ward
Medium-size Undead
Hit Dice: 12d12+3 (81 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 21 (+1 Dex, +10 natural)
Attacks: 2 claw +12 melee, Bastard Sword +7 melee
Damage: Claw 1d6+5 and mummy rot, Bastard Sword 1d10+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Constitution loss, despair, mummy rot, spell-like ablities, summon mummy
Special Qualities: Damage reduction 10/+1, fire vulnerability, resistant to blows, spell resistance 15, turn resistance +3
Saves: Fort +4, Ref +5, Will +10
Abilities: Str 21, Dex 12, Con 0, Int 16, Wis 14, Cha 18
Skills: Bluff +10, Climb +11, Hide +9, Intimidate +10, Listen +12, Move Silently +9, Search +11, Sense Motive +8, Spot +10
Feats: Alertness,Improved Initiative,Toughness,Weapon Focus (claw, bastard sword)

Environment: Any desert,underground
Organization: Solitary or troupe (1 Greater Mummy, 3-6 mummies, and 5-10 skeletons)
Challenge Rating: 12
Treasure: Double Standard
Alignment: Always lawful evil
Advancement: 13-24 HD (Medium-size); 25-36 HD (Large)


Greater mummies, like their lesser counterparts, are preserved corpses that have been animated by dark gods.

Generally these creatures were high level priests of these gods in life, and their spell-like abilities show this. They tend to inhabit the tombs that were buried in after their mortal life was over.

Combat
In combat, the greater mummy is a devastating opponent, combining great strength, a large amount of intelligence, as well as great determination. Unlike the lesser mummy, these creatures will retreat from/avoid combat in situations that they feel they cannot win. The major exception to this is if a party of adventurers have invaded the creatures inner sanctum, at which point the only way to end an encounter is by the complete destruction of either the creature or the adventurers.

Despair (Su): A stronger version of the lesser mummies' despair, to avoid, characters need to succeed on a Will save (DC 20).

Mummy Rot (Su): Exactly like the disease transmitted by their lesser counterparts. Can only be transmitted by claw attack, not weapon.

Constitution Drain (Su): Livving creatures hit by a greater mummy in melee combat must succeed at a Fort save (DC 20) or suffer 1d4 points of temporary Constitution drain. Any humanoid reduced to 0 by this attack will return as a lesser mummy in 1d4 hours under the control of their killer. This can be avoided if the victim has remove curse cast prior to the return.

Summon mummy (Su): Greater mummies are able to summon 1d4 lesser mummies with a 30% chance of success, however if the summoning occurs in the greater mummies lair, it has a 60% chance of success.

Spell-like abilities (Sp): at will: desecrate, detect good, detect magic, doom, inflict moderate wounds, protection from good. 1/day: charm person and teleport without error (self only, to inner sanctum only).

Undead are immune to mind influencing effects and to poison, sleep, paralysis, stunning, disease, death effects, and necromatic effects. They are ignore mind influencing effects. They are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. They are immune to anything that requires a Fortitude save (unless it also workd on objects). Undead Spellcasters use their Charisma for Concentration checks. They are not at risk from death from massive damage, but when they are reduced to 0 hit points they are destroyed. Most undead have darkvision with a range of 60 feet. Undead can not be raised.

Resistant to blows (Ex): Physical attacks deal only half damage to greater mummies. Apply this effect prior to damage reduction.

Fire vulnerability (Ex): A greater mummy takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage, while failure doubles it.

Society

This creature has not yet been play tested.
This is not a kender type creature.

 



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