Mummies Species in Other Realms | World Anvil

Mummies

Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse.   Preserved Wrath The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages.   The Will of Dark Gods An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise.   The Punished Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose.   Creature of Ritual A mummy obeys the conditions and parameters laid down by the rituals that created it, driven only to punish transgressors. The overwhelming terror that foreshadows a mummy's attack can leave the intended victim paralyzed with fright. In the days following a mummy's touch, a victim's body rots from the outside in, until nothing but dust remains.   Ending a Mummy's Curse Rare magic can undo or dispel the ritual that gave rise to a mummy, allowing it to truly die. More commonly, a mummy can be sent back to its endless rest by undoing the transgression that caused it to rise. A sacred idol might be replaced in its niche, a stolen treasure could be returned to its tomb, or a temple might be purified of despoiling bloodshed. More ephemeral or permanent offenses, such as revealing a secret the mummy wished kept or killing an individual the mummy loved, can't be so easily remedied. In such cases, a mummy might slaughter all the creatures responsible and still not sate its wrath.   Undead Archives Though they seldom bother to do so, mummies can speak. As a result, some serve as undead repositories of lost lore, and can be consulted by the descendants of those who created them. Powerful individuals sometimes intentionally sequester mummies away for occasional consultation.   Undead Nature A mummy doesn't require air, food, drink, or sleep.  

Mummy

Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse.


Armor Class11 (natural armor)
Hit Points 9d8+18
Speed20ft.
Strength16 (+3)
Dexterity8 (-1)
Constitution15 (+2)
Intelligence6 (-2)
Wisdom10 (+0)
Charisma12 {+1)
Saving ThrowsWisdom d20+2
Damage VulnerabilitiesFire
Damage ResistancesBludgeoningPiercingSlashing from nonmagical weapons
Damage ImmunitiesNecroticPoison
Condition ImmunitiesCharmedExhaustionFrightened
ParalyzedPoisoned
SensesDarkvision 60ft.Passive Perception 10
LanguagesThe languages it knew in life
Challenge3 (700 XP)
Action 1MultiattackThe mummy can use its Dreadful Glareand makes one attack with its rotting fist
Action 2Rotting FistMelee Weapon Attack d20+5 to hit
Reach 5 ft., one targetHit 2d6+3 bludgeoning damageplus 3d6 necrotic damage.If the target is a creature,
it must succeed on a DC 12 Constitution saving throwor be cursed with mummy rot.The cursed target can't regain hit points,and its hit point maximum decreases
by 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
Action 3Dreadful GlareThe 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 11 Wisdom saving throw against this magicor 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 throwis immune to the Dreadful Glare of all mummies(but not mummy lords) for the next 24 hours

Mummy Lord

In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and re forge their ancient empires. The regalia of their terrible rule still adorns their linen-wrapped bodies, their moldering robes stitched with evil symbols and bronze armor etched with devices of dynasties that fell a thousand years before. Under the direction of the most powerful priests, the ritual that creates a mummy can be increased in potency. The mummy lord that rises from such a ritual retains the memories and personality of its former life, and is gifted with supernatural resilience. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings' prayers by imparting divine spells.
 
Heart of the Mummy Lord As part of the ritual that creates a mummy lord, the creature's heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs. As long as its shriveled heart remains intact, a mummy lord can't be permanently destroyed. When it drops to 0 hit points, the mummy lord turns to dust and re-forms at full strength 24 hours later, rising out of dust in close proximity to the canopic jar containing its heart. A mummy lord can be destroyed or prevented from re-forming by burning its heart to ashes. For this reason, a mummy lord usually keeps its heart and viscera in a hidden tomb or vault. The mummy lord's heart has AC 5, 25 hit points, and immunity to all damage except fire.
 
A Mummy Lord's Lair A mummy lord watches over an ancient temple or tomb that is protected by lesser undead and rigged with traps. Hidden in this temple is the sarcophagus where a mummy lord keeps its greatest treasures. A mummy lord encountered in its lair has a challenge rating of 16 (15,000 XP).
 
Lair Actions On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the followingeffects; the mummy lord can't use the same effect two rounds in a row.


  • Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.

  • Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.

  • Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes 1d6 necrotic damage per level of the spell, and the spell has no effect and is wasted.


Regional Effects A mummy lord's temple or tomb is warped in any of the following ways by the creature's dark presence:

  • Food instantly molders and water instantly evaporates when brought into the lair. Other non magical drinks are spoiled- wine turning to vinegar, for instance.

  • Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times that chance increases by 25 percent.

  • A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magic


If the mummy lord is destroyed, these regional effects end immediately.


Armor Class17 (natural armor)
Hit Points 13d8+39
Speed20ft.
Strength18 (+4)
Dexterity10 (+0)
Constitution17 (+3)
Intelligence11 (+0)
Wisdom18 (+4)
Charisma16 (+3)
Saving ThrowsConstitution d20+8 Intelligence d20+5 Wisdom d20+9
Charisma d20+8
SkillsHistory d20+5 Religion d20+5
Damage VulnerabilitiesFire
Damage ImmunitiesNecroticPoisonBludgeoning
PiercingSlashing from nonmagical weapons
Condition ImmunitiesCharmedExhaustionFrightened
ParalyzedPoisoned
SensesDarkvision 60ft.Passive Perception 14
LanguagesThe languages it knew in life
Challenge15 (13,000 XP)
Special 1Magic ResistanceThe mummy lord has an advantage on saving throwsagainst spells and other magical effects
Special 2RejuvenationA destroyed mummy lord gains a new body in 24 hours if its heart is intact,regaining all its hit points and becoming active again.
The new body appears within 5 feet of the mummy lord's heart
Special 3SpellcastingThe mummy lord is a 10th-level spellcaster.Its spellcasting ability is Wisdom
(spell save DC 17, d20+9 to hit with spell attacks).The mummy lord has the following cleric spells prepared:
Spells 1Cantrips (at will)Sacred flameThaumaturgy
Spells 21st level (4 slots)CommandGuiding bolt
Shield of faith
Spells 32nd level (3 slots)Hold personSilence
Spiritual weapon
Spells 43rd level (3 slots)Animate deadDispel magic
Spells 54th level (3 slots)DivinationGuardian of faith
Spells 65th level (2 slots)ContagionInsect plague
Spells 76th level (1 slot)Harm
Action 1MultiattackThe mummy can use its Dreadful Glareand makes one attack with its rotting fist
Action 2Rotting FistMelee Weapon Attack d20+9 to hit
Reach 5 ft., one targetHit 3d6+4 bludgeoning damageplus 6d6 necrotic damage.If the target is a creature, it must succeed on
a DC 16. Constitution saving throw or be cursed with mummy rot.The cursed target can't regain hit points,and its hit point maximum decreasesby 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.
Action 3Dreadful GlareThe mummy lord targets one creature it can see within 60 feet of it.If the target can see the mummy lord,
it must succeed on a DC 16 Wisdom saving throw againstthis magic or become frightened until the endof 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 throwis immune to the Dreadful Glare of all mummiesand mummy lords for the next 24 hours
Legendary ActionsThe mummy lord 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 lord regains spent legendaryactions at the start of its turn
Legendary Action 1AttackThe mummy lord makes one attackwith its rotting fist or uses its Dreadful Glare
Legendary Action 2Blinding DustBlinding dust and sand swirls magically around the mummy lord.Each creature within 5 feet of the mummy lord
must succeed on a DC 16 Constitution saving throwor be blinded until the end of the creature's next turn
Legendary Action 3Blasphemous Word (Costs 2 Actions)The mummy lord utters a blasphemous word.Each non-undead creature within 10 feet
of the mummy lord that can hear the magical utterancemust succeed on a DC 16 Constitution saving throwor be stunned until the end of the mummy lord's next turn
Legendary Action 4Channel Negative Energy (Costs 2 Actions)The mummy lord magically unleashes negative energy.Creatures within 60 feet of the mummy lord,
including ones behind barriers and around corners,can't regain hit points until the end ofthe mummy lord's next turn
Legendary Action 5Whirlwind of Sand (Costs 2 Actions)The mummy lord magically transforms intoa whirlwind of sand, moves up to 60 feet,
and reverts to its normal form. While in whirlwind form,the mummy lord is immune to all damage,and it can't be grappled, petrified,knocked prone, restrained, or stunned.
Equipment worn or carried bythe mummy lord remains in its possession

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