Actions/Abilities/Traits: Basic Fantasy
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.
Offense
2 claws/1 bite
Circumstance: Combat
2 claws/1 bite
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: 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: OSRIC
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.
Resistance
Magic Resistance
Circumstance: innate
See below
Defense
Special Defenses
Circumstance: Combat
See below
Offense
1 Attack
Circumstance: Combat
1d12
Offense
Special Attacks
Circumstance: Combat
Fear
Environments
Frequency:
Rare
desert
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 1e
Aura: despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)
Special
Despair (Su)
All creatures within a 30-foot radius that see a mummy must make a DC 16 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy's despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.
Special
Mummy Rot (Su)
Curse and disease-slam; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure -. Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic. The save DC is Charisma-based.
Action
Feat 1
Power Attack
Action
Feat 2
Toughness
Action
Feat 3
Skill Focus (Perception)
Action
Feat 4
Weapon Focus (slam)
Action
Melee 1
slam +14 (1d8+10 plus mummy rot)
Treasure: standard
Environments
any
Actions/Abilities/Traits: Pathfinder 1e