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Habitat: Desert, Swamp; Treasure: Relics

Common mummies are the remains of priests, nobles, or champions of faith that underwent magical burial rites. Some are preserved through processes using linen wrappings or clay, but others are preserved by peat bogs, ice, magic, or other means.

Roll on or choose a result from the Mummy Resurrections table to determine why a mummy has returned from the dead.

Mummy Resurrections
1d8 
The Mummy Reanimates To ...
1
Defend a holy site it was created to protect.
2
Obey the summons of a mummy lord.
3
Oppose an enemy who has returned to life.
4
Protect its descendants from an ancient threat.
5
Punish the progeny of those who cursed it.
6
Reclaim treasures robbed from its crypt.
7
Serve whoever speaks the prayer on its tomb.
8
Slay anyone who sets eyes on it.
Rule 7: Before opening a sarcophagus, light a torch.
—X the Mystic’s Rules of Dungeon Survival


Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all time. Should their resting places be violated, these beings, known as mummies, reanimate their deteriorating bodies to restore the sanctity of their tombs and punish those who disturbed their rest.

Mummies pursue those who offend them, typically mortals who desecrate their resting places, steal their burial treasures, or defile sites tied to their faith. With undying rage, these ancient corpses go to extreme lengths to avenge themselves and restore what they need to find peace.

A mummy might look frail, but its body possesses supernatural strength, and its gaze can strike fear in the bravest hearts. Those who escape a mummy’s grasp might find themselves subject to a terrible curse. Victims of a mummy’s curse gradually wither, their bodies rotting away until they’re reduced to dust. This curse can be healed only by the Remove Curse spell or similar magic.

Actions

Multiattack. The mummy makes two Rotting Fist attacks and uses Dreadful Glare.

Rotting Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can’t regain Hit Points, its Hit Point maximum doesn’t return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack.

Dreadful Glare. Wisdom Saving Throw: DC 11, one creature the mummy can see within 60 feet. Failure: The target has the Frightened condition until the end of the mummy’s next turn. Success: The target is immune to this mummy’s Dreadful Glare for 24 hours.


Mummy

Medium or Small Undead, Lawful Evil
  • Armor Class 11
  • Hit Points 58 (9d8 + 18)
  • Speed 20 ft.
  • Initiative +-1 (9)
STR
16 (3)
DEX
8 (-1)
CON
15 (2)
INT
6 (-2)
WIS
12 (1)
CHA
12 (1)
  • Saving Throws Str +3, Dex -1, Con +2, Int -2, Wis +3, Cha +1
  • Vulnerabilities Fire
  • Damage Immunities Necrotic, Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses Darkvision 60 ft., passive Perception 11
  • Languages Common plus two other languages
  • Challenge 3 (700 XP)
  • Habitat Desert, Swamp
  • Treasure Relics

Actions


  • Multiattack. The mummy makes two Rotting Fist attacks and uses Dreadful Glare.
  • Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: (1d10 + 3) Bludgeoning damage plus (3d6)Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can’t regain Hit Points, its Hit Point maximum doesn’t return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (or [[3d6]] (3d6)) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack.
  • Dreadful Glare. *Wisdom Saving Throw:* DC 11, one creature the mummy can see within 60 feet. *Failure:* The target has the Frightened condition until the end of the mummy’s next turn. *Success:* The target is immune to this mummy’s Dreadful Glare for 24 hours.
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