Size:
Medium
Type:
Undead
Form:
biped
Temper:
# App:
1-4 (1-12)
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
lurker
Ground:
60
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(BECMI)
Actions/Abilities/Traits: (BECMI)
Action
1 touch
1-12 + disease

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

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
slam
14 (1d8+10 plus
Special (Ex)
Infested

Actions/Abilities/Traits:
(OSE)
Actions/Abilities/Traits: (OSE)
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:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Despair|Mummy Rot|Vulnerable to|Fire
All creatures within a 30-foot radius that see you must make a Death 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.
Special
|Despair|Mummy Rot|Vulnerable to|Fire
Curse and disease, make Death save every day or suffer 1d6 Constitution damage which cannot be removed while the creature suffers from Mummy Rot. Make successful remove curse and magical heal to remove. 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 who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
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)
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.

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 Pharaoh)
Actions/Abilities/Traits: (Pathfinder 2e) (Mummy Pharaoh)
Ability
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 Prophet of Set)
Actions/Abilities/Traits: (Pathfinder 2e) (Mummy Prophet of Set)
Ability
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
Wrapped from head to toe in ancient strips of moldering linen, this humanoid moves with a shuffling gait.
5e SRD
Undead humanoids wrapped in funerary bandages. Haunt ruins and tombs.
OSE