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Pathfinder Second Edition

Compendium

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Mummy Guardian

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The majority of mummies were created by cruel and selfish masters to serve as guardians to protect their tombs from intruders. The traditional method of creating a Mummy Guardian is a laborious and sadistic process that begins well before the poor soul to be transformed is dead, during which the victim is ritualistically starved of nourishing food and instead fed strange spices, preservative agents, and toxins intended to quicken the desiccation of the flesh. The victim remains immobile but painfully aware during the final stages, where its now-useless entrails are extracted before it’s shrouded in funerary wrappings and entombed within a necromantically ensorcelled sarcophagus to await intrusions in the potentially distant future. While it’s certainly possible to use other methods to create a Mummy Guardian from an already-deceased body, those who seek to create these foul Undead as their guardians in the afterlife often feel that such methods result in inferior undead—the pain and agony of death by mummification being an essential step in the process.

Regardless of the method of their Creation, mummy guardians are more than just physical shells of flesh and bone—they retain fragmented, distorted versions of their minds, with only enough memories of their living personality remaining to fuel their Undead anger and jealousy of those who yet live. This burning rage only intensifies over the centuries of waiting within a crypt for the chance to actually act, and thus when most mummy guardians are awoken by tomb robbers or adventurers, they stop at nothing in pursuit of glorious slaughter.

Attributes

Mummy Guardian

Creature 6

LEMediumMummy, Undead
  • Perception16; darkvision
  • LanguagesNecril, plus any one ancient language
  • Skills athletics 15 stealth 11
  • Str4Dex0Con2Int -2Wis4Cha2
  • AC 23 Fort14Ref10Will16
  • HP 110 Immunitiesdeath effects, disease, paralyzed, poison, unconscious Weaknessesfire 5
  • Despair 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. A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
  • Speed20 feet,
  • Melee fist 16 Damage2d6+7 bludgeoning plus mummy rot
  • 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 (4d6) negative damage and stupefied 1 (1 day).