Size:
Medium
Type:
Undead
Form:
biped
Temper:
# App:
± 1d4, Lair 1d12
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
lurker
Ground:
± 20'
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
2 claws/1 bite
Circumstance: Combat
2 claws/1 bite
Special
Undead
Immune to sleep, charm and hold magic.
Special
Resistant to Damage
Can only be injured by spells, fire, or magical weapons; furthermore, magic weapons do only half damage, while any sort of fire-based attack does double damage.
Special
Mummy Rot
Those injured by mummy attacks will contract mummy rot, a disease that prevents normal or magical healing; a cure disease spell must be applied to the victim before he or she may again regain hit points.
Environments
desert
Undead monsters, linen-wrapped preserved corpses animated through dark desert gods
Mummies are undead monsters, linen-wrapped preserved corpses animated through the auspices of dark desert gods best forgotten. Most mummies are 5 to 6 feet tall and weigh about 120 pounds.
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
1 touch
1-12 + disease
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Action
Dreadful Glare
The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.
Action
Multiattack
The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
Action
Rotting Fist
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Action
Source
FGG:CoB
Wrapped from head to toe in ancient strips of moldering linen, this humanoid moves with a shuffling gait.
5e SRD
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
desert
Action
touch
1 * touch (1d12 + disease)
Special
Paralyse with terror
Anyone seeing a mummy must save versus paralysis or be paralysed with terror. Paralysis is broken if the mummy attacks or goes out of sight.
Special
Disease
Anyone hit contracts a horrible rotting disease. Magical healing is ineffective; natural healing is ten times slower. The disease can only be removed by magic.
Special
Damage immunity
Only harmed by fire or magic. All damage reduced by half.
Special
Undead
Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Rare
desert
Offense
1 Attack
Circumstance: Combat
1d12
Offense
Special Attacks
Circumstance: Combat
Fear
Defense
Special Defenses
Circumstance: Combat
See below
Resistance
Magic Resistance
Circumstance: innate
See below
Treasure
Treasure: 1d8×1,000 cp (10%), 1d12×1,000 sp (15%), 1d8×1,000 ep (15%), 1d6×1,000 gp (50%), 1d10 gems (30%), 1d6 jewellery (25%), any 2 magic item+1 potion (15%)
Special
Mummy Rot
The touch of a mummy causes a wasting and rotting disease which will cause death within 1d6 months. For each month of affliction, the victim permanently loses 2 points of charisma, and while diseased no cure wound spells will have any effect and any wounds will naturally heal at a 10% rate. The mummy rot can only be cured by a cure disease spell.
Special
Fear
All creatures within 60-ft of a mummy, upon sight, will suffer the effects of fear and revulsion unless a successful saving throw vs magic is made. If the save fails, the victim will be paralysed for 1d4 rounds. Groups of creatures gain a bonus of +1 for their save at a ratio of six creatures for each mummy (for example: 12 creatures in sight of 1 mummy gain a +2 to save; 12 creatures in sight of 2 mummies gain a +1, and 12 creatures within sight of 3 or more mummies gain no bonus). If humans confront a mummy, then each human will gain a +2 to his or her save.
Special
Immunity to Normal Weapons
A mummy cannot be harmed by normal weapons, and magical weapons do only half damage (drop all fractions).
Special
Immunities
A mummy is immune to sleep, hold spells, charm spells, and cold based attacks. Poison and paralysis have no effect on the creature.
Special
Vulnerability to Fire
A mummy is susceptible to fire as follows: a hit from a torch will deal 1d3 hp damage, a flask of burning oil causes 1d8 hp on the first round and 2d8 hp on the second round, and magical fires deal +1 for each die of damage.
Special
Vulnerability to Holy Water
Holy water inflicts 2d4 hp per vial that hits.
Special
Raise Dead Vulnerability
A raise dead spell will transform the monster into a 7th-level fighter unless the mummy makes a successful save vs magic (unlisted categories).
Special
Death Curse
Any character killed by a mummy cannot be raised due to the amount of damage caused by the rotting waste unless a cure disease and raise dead are both cast on the victim within one hour of death.
Undead monsters, linen-wrapped preserved corpses animated through dark desert gods
The undead mummy exists both on the normal and negative material planes. Normally found in tombs or other burial places, they hate life and attempt to destroy any living creature they encounter.
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e (Mummy Guardian)
Actions/Abilities/Traits: Pathfinder 2e (Mummy Guardian)
Ability
Despair
(aura, divine, emotion, enchantment, fear, incapacitation, mental) 30 feet. Living creatures are frightened 1 while in a mummy guardian's despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 22 Will save (after taking the penalty from being frightened) or be paralyzed for 1 round. The creature is then temporarily immune for 24 hours.
Ability
Mummy Rot
(curse, disease, divine, necromancy, negative) This disease and any damage from it can't be healed until this curse is removed. A creature killed by mummy rot turns to dust and can't be resurrected except by a 7th-level resurrect ritual or similar magic. Saving Throw DC 22 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 4d6 negative damage and stupefied 1 (1 day)
Offense
Melee
Circumstance: combat round (melee)
fist +16 [+11/+6], Damage 2d6+7 bludgeoning plus mummy rot
Trait
Mummy
A mummy is an undead creature created from a preserved corpse.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
unconscious
Language
Necril
plus any one ancient language
Perception
darkvision
Weakness
fire 5
Actions/Abilities/Traits: Pathfinder 2e (Mummy Guardian)
Actions/Abilities/Traits: Pathfinder 2e (Mummy Pharaoh)
Actions/Abilities/Traits: Pathfinder 2e (Mummy Pharaoh)
Ability
+1 status to all saves vs. positive
Ability
Attack of Opportunity
The mummy pharaoh can use Attack of Opportunity when a creature within its reach uses a concentrate action, in addition to its normal trigger. It can disrupt triggering concentrate actions, and it disrupts actions on any hit, not just a critical hit.
Ability
Channel Rot
(divine, necromancy) The mummy pharaoh can deliver insidious mummy rot through melee weapons it wields.
Ability
Great Despair
(aura, divine, emotion, enchantment, fear, incapacitation, mental) 30 feet. Living creatures are frightened 1 while in a mummy guardian's despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 26 Will save (after taking the penalty from being frightened) or be paralyzed for 1d4 rounds. The creature is then temporarily immune for 24 hours.
Ability
Insidious Mummy Rot
(curse, disease, divine, necromancy) This disease and any damage from it can't be healed until this curse is removed. A creature killed by insidious mummy rot turns to sand and can't be resurrected except by a 7th-level resurrect ritual or similar magic. Saving Throw DC 26 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 8d6 negative damage and stupefied 2 (1 day)
Ability
Rejuvenation
(divine, necromancy) When a mummy pharaoh is destroyed, necromantic energies rebuild its body in its tomb over 1d10 days. If the re-forming body is destroyed during that time, the process starts anew. A slain mummy pharaoh can be destroyed for good with a consecrate ritual.
Ability
Sandstorm Wrath
(concentrate, divine, evocation, fire) The mummy pharaoh exhales a 60-foot cone of superheated sand that deals 5d6 fire and 5d6 slashing damage (DC 28 basic Reflex save). The mummy pharaoh can't use Sandstorm Wrath again for 1d4 rounds.
Ability
Undead Mastery
(aura, divine, necromancy) 100 feet. Commanded or allied undead in the aura that have a lower level than the mummy pharaoh gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.
Offense
Melee
Circumstance: combat round (melee)
fist +20 [+16/+12] (agile), Damage 1d10+11 bludgeoning plus insidious mummy rot
Trait
Mummy
A mummy is an undead creature created from a preserved corpse.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
unconscious
Item
+1 striking longspear
Language
Necril
plus any two ancient languages
Perception
darkvision
Weakness
fire 10
Actions/Abilities/Traits: Pathfinder 2e (Mummy Pharaoh)
Actions/Abilities/Traits: Pathfinder 2e (Mummy Prophet of Set)
Actions/Abilities/Traits: Pathfinder 2e (Mummy Prophet of Set)
Ability
+1 status to all saves vs. magic
Ability
Breath of Sand
Circumstance: The prophet's Sandstorm is active;
The prophet inhales its Sandstorm, suppressing the effect until the end of the prophet's next turn. It then exhales a 120-foot cone of negatively charged sand that deals 7d6 negative and 7d6 slashing damage (DC 33 basic Reflex save).
Ability
Channel Rot
(divine, necromancy) The mummy prophet of Set can deliver devastating rot through melee weapons they wield.
Ability
Divine Prepared Spells
DC 33, attack +25; 7th eclipse burst (×2), harm (×7); 6th disintegrate (×2), divine wrath; 5th crisis of faith, shadow blast, wall of flesh; 4th air walk, freedom of movement, resist energy; 3rd blindness, chilling darkness, cup of dust; 2nd death knell (×2), see invisibility; 1st fear, penumbral shroud, ray of enfeeblement; Cantrips (7th) chill touch, detect magic, divine lance, guidance, shield
Ability
Great Despair
(aura, divine, emotion, enchantment, fear, incapacitation, mental) 30 feet. Living creatures are frightened 1 while in an mummy prophet's great despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave it. When a creature first enters the area, it must succeed at a DC 31 Will save (after taking the penalty from being frightened) or be paralyzed for 1d4 rounds. The creature is then temporarily immune for 24 hours.
Ability
Sand Form
Frequency:
once per day
Effect: The prophet loses their coherent from and becomes an animated pile of sand. While in this form, the prophet gains resistance 10 to physical damage and is immune to precision damage. They can't cast spells, activate items, or use actions that have the attack or manipulate trait. They gain a fly Speed of 40 feet and can slip through tiny cracks. This lasts for 5 minutes, and the prophet can Dismiss the effect.
Ability
Sand Rot
(curse, disease, divine, necromancy) This affliction can't be reduced below stage 1, nor can damage from it be healed, until successfully treated with remove curse or a similar effect; the affliction can then be removed as normal for a disease. A creature killed by sand rot turns to sand and can't be resurrected except by a 7th-level resurrect ritual or similar magic; Saving Throw DC 31 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 12d6 negative damage, clumsy 1, and stupefied 2 (1 day)
Ability
Sand Vision
The prophet ignores the concealed condition from particles of sand and dust in the air.
Ability
Sandstorm
4 circumstance penalty to Perception checks and must succeed at a DC 33 Fortitude save or be forced to hold their breath or start suffocating. A creature within the sandstorm at the end of its turn takes 2d6 negative and 1d6 slashing damage.
Offense
Melee
Circumstance: combat round (melee)
spear +25 [+20/+15] (magical), Damage 3d6+11 piercing plus sand rot
Offense
Ranged
Circumstance: combat round (ranged)
spear +24 [+19/+14] (magical, thrown 20 feet), Damage 3d6+11 piercing plus sand rot
Immunity
death effects
disease
paralyzed
poison
unconscious
Item
+1 striking spear
religious symbol of Set
Language
Necril
plus any two languages they knew while alive
Perception
darkvision
sand vision
Weakness
fire 15
Actions/Abilities/Traits: Pathfinder 2e (Mummy Prophet of Set)
Wrapped from head to toe in ancient strips of moldering linen, this humanoid moves with a shuffling gait.
5e SRD
Undead monsters, linen-wrapped preserved corpses animated through dark desert gods
Mummies are undead monsters, linen-wrapped preserved corpses animated through the auspices of dark desert gods best forgotten. Most mummies are 5 to 6 feet tall and weigh about 120 pounds.
Basic Fantasy Role-Playing Game
Undead humanoids wrapped in funerary bandages. Haunt ruins and tombs.
OSE
Undead monsters, linen-wrapped preserved corpses animated through dark desert gods
The undead mummy exists both on the normal and negative material planes. Normally found in tombs or other burial places, they hate life and attempt to destroy any living creature they encounter.
OSRIC