Mummy, Djinn

Family: Mummies

Huge undead, lawful evil

Armor Class 23 (natural armor)
Hit Points 142 (15d12 + 45)
Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA
31 (+10) 17 (+3) 16 (+3) 14 (+2) 20 (+5) 17 (+3)

Saving Throws Constitution +8, Intelligence +7, Wisdom +10, Charisma +8
Skills Arcana +7, Insight +10, Perception +10, Persuasion +8, Religion +7, Stealth +8
Damage Vulnerabilities fire Damage Resistances lightning, thunder
Damage Immunities acid, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 20
Languages Auran, Common, telepathy 120 ft.
Challenge 14 (11,500 XP)

Special Traits

Actions

  • Multiattack. The mummy djinn makes 2 Falchion attacks and one Rotting Fist attack.
  • Falchion of Law. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 12) slashing damage. When it attacks a creature that has at least one head with this weapon and rolls a 20 on the attack roll, it cuts off one of the creature’s heads. The creature dies if it can’t survive without the lost head.
  • Rotting Fist. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 18 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.
  • Swirling Sandstorm. A 10-foot-radius, 30-foot-tall cylinder of swirling air and sand magically forms at a point the mummy djinn can see within 120 feet of it. The sandstorm lasts as long as the mummy djinn maintains concentration (as if concentrating on a spell) and its area is heavily obscured. Any creature but the mummy djinni that enters the sandstorm must succeed on a DC 18 Strength saving throw or be restrained by it. The mummy djinn can move the sandstorm up to 60 feet as an action, and creatures restrained by the sandstorm move with it. The sandstorm ends if the mummy djinn loses sight of it. A creature can use its action to free a creature restrained by the sandstorm, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest unoccupied space outside the sandstorm.

Mummy Rot

Source FGG:CoB

Mummy rot first causes desiccation and then a slow decomposition.

Vision goes early on as the body loses fluids, followed by ever-increasing weakness. Death comes late, well after the victim is completely incapacitated from weakness. When a humanoid is exposed to the disease, either by magical means or through inhaling the dust of a former victim, the creature must make a Constitution saving throw. The DC for the saving throw depends on the power of the curse for magical contagion, and is 14 for breathing grave dust.

Mummy rot typically manifests immediately with a strong level of thirst. The victim must drink at least one gallon of water within a minute of contracting mummy rot or gain one level of exhaustion.

Every 24 hours thereafter, the victim must make a DC 17 Constitution saving throw. Each failure adds one symptom from the table below until death occurs. Two consecutive passes halts the disease but does not remove existing symptoms.

Remove Curse destroys the disease and heals all damage. A single casting of lesser restoration removes the most recent symptom still present.

Symptoms in order of appearance based on number of failed saving throws:

0 Thirst – double water consumption or gain one level of exhaustion
1 Gain one level exhaustion and lose 1d4 points of Charisma*
2 Vision reduced by 30 ft.
3 Gain one level exhaustion and lose 1d4 points of Charisma*
4 Blind
5 Gain one level exhaustion and lose 1d4 points of Charisma*
6 Gain one level exhaustion and Charisma is now 1
7 Lose 2d6 each of Constitution, Dexterity, and Strength*
8 Constitution, Dexterity, and Strength are now 1
9+ Lose 1 hp for each failed save until death *Charisma does not drop below 1. If Constitution, Dexterity, or Strength drop to 0, the victim is dead.
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