Mummy, Greater

Family: Mummies

Medium undead, lawful evil

Armor Class 17 (natural armor)
Hit Points 156 (24d8 + 48)
Speed 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 15 (+2) 10 (+0) 15 (+2) 20 (+5)

Saving Throws Constitution +7, Wisdom +7, Charisma +10
Skills Perception +7
Damage Vulnerabilities fire
Damage Resistances acid, cold, lightning
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 17
Languages Common
Challenge 16 (15,000 XP)

Special Traits

Actions

  • Multiattack. The greater mummy can use its Dreadful Glare and make one attack with its rotting fist.
  • Rotting Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) 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.
  • Dreadful Glare. The greater 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 19 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 from mummies of all types for the next 24 hours.

Legendary Actions

The greater mummy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The mummy regains spent legendary actions at the start of its turn.

  • Attack. The greater mummy makes one melee attack or uses its Dreadful Glare.
  • Blinding Dust. Blinding dust and sand swirls magically around the greater mummy. Each creature within 5 feet of the mummy must succeed on a DC 19 Constitution saving throw or be blinded until the end of the creature’s next turn.
  • Blasphemous Word (Costs 2 Actions). The greater mummy utters a blasphemous word. Each non-undead creature within 10 feet of the mummy that can hear the magical utterance must succeed on a DC 19 Constitution saving throw or be stunned until the end of the mummy’s next turn.
  • Channel Negative Energy (Costs 2 Actions). The greater mummy magically unleashes negative energy. Creatures within 60 feet of the mummy, including ones behind barriers and around corners, can’t regain hit points until the end of the mummy’s next turn.
  • Whirlwind of Sand (Costs 2 Actions). The greater mummy magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy is immune to all damage, and it can’t be grappled, petrified, forced prone, restrained, or stunned. Equipment worn or carried by the mummy remains in its possession.

3pp Variant 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:

# Failed Saves… Effect
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.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.

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