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|Hit Dice:||6d12+3 (42 hp)|
|AC:||17 (-1 Dex, +8 natural)|
|Attacks:||Slam +6 melee|
|Damage:||Slam 1d6+4 and mummy rot|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|Special Attacks:||Despair, mummy rot|
|Special Qualities:||Undead, resistant to blows, damage reduction 5/+1, fire vulnerability|
|Saves:||Fort +2, Ref +1, Will +7|
|Abilities:||Str 17, Dex 8, Con —, Int 6, Wis 14, Cha 15|
|Skills:||Hide +8, Listen +9 Move Silently +8, Spot +9|
|Climate/Terrain:||Any desert and underground|
|Organization:||Solitary, wardens (2-4), or guardians (6-10)|
|Alignment:||Always lawful evil|
|Advancement:||7-12 HD (Medium-size); 13-18 HD (Large)|
Despair (Su): At the mere sight of a mummy, the viewer must succeed at a Will save (DC 15) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummy's despair ability for one day.
Mummy Rot (Su): Supernatural disease [slam, Fortitude save (DC 20), incubation period 1 day; damage 1d6 temporary Constitution.] Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. An afflicted creature that dies shrivels away into sand and dust that blow away into nothing at the first wind unless both a remove disease and raise dead are cast on the remains within 6 rounds.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Resistant to Blows (Ex): Physical attacks deal only half damage to mummies. Apply this effect before damage reduction.
Fire Vulnerability (Ex): A mummy takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.
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