AC 11 (natural armor)
HP 67 (9d8 + 27; bloodied 33)
Speed 20 ft.
Proficiency +2; Maneuver DC 13
Saving Throws Wis +2
Damage Resistances damage from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed , fatigue , frightened , paralyzed , poisoned
Senses darkvision 60 ft., passive Perception 10
Languages the languages it knew in life
Flammable. After taking fire damage, the mummy catches fire and takes 5 (1d10) ongoing fire damage if it isn’t already suffering ongoing fire damage. A creature can use an action to extinguish this fire.
Curse: Mummy Rot. A mummy’s touch inflicts a dreadful curse called mummy rot. A cursed creature can’t regain hit points, and its hit point maximum decreases by an amount equal to the creature’s total number of Hit Dice for every 24 hours that elapse. If this curse reduces the target’s hit point maximum to 0, the target dies and crumbles to dust. Remove curse and similar magic ends the curse.
ACTIONS
Multiattack. The mummy uses Dreadful Glare and then attacks with its rotting fist.
Dreadful Glare (Gaze). The mummy targets a creature within 60 feet. The target makes a DC 11 Wisdom saving throw . On a failure, it is magically frightened until the end of the mummy’s next turn. If the target fails the save by 5 or more, it is paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of mummies (but not mummy lords ) for 24 hours.
Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it makes a DC 13 Constitution saving throw . On a failure, it is cursed with Mummy Rot.
Combat
The mummy moves towards the closest enemy. It uses Dreadful Glare on the closest creature it hasn’t yet targeted with that attack and uses its rotting fist on a creature it can reach, preferring frightened or paralyzed targets.
Names
Am-Toram, Arkandres, Iderna, Meristah, Nesses, Pyrasha the Heron of the West
Legends and Lore
With an Arcana or Religion check, characters can learn the following:
DC 10 Mummies are the remains of mortals specifically prepared to rise as undead after their death. They guard tombs or sites of religious significance.
DC 15 The wrappings and chemicals used to preserve their bodies make mummies particularly flammable.
DC 20 A mummy’s touch afflicts living creatures with a terrible curse. Cursed creatures can’t recover from injuries and eventually crumble to dust. Only divine magic can lift the curse.
Cloth wrappings and preservative ointments protect a mummy’s body from rot, even as mystic rituals ensure its spirit remains bound to the mortal realm for all eternity.
Prepared for Unlife. Undeath often occurs by accident—as when the souls of the departed fail to find the afterlife—or when a necromancer reanimates the moldering remains of the long dead. But a mummy is purposefully prepared for undeath from the moment it dies. A mummy is intended to rise again centuries after it was laid to rest inside its sarcophagus.
Surrounded and Sealed. Wealth and luxury often fill a mummy’s final resting place, but such treasure rarely lies unguarded. Traps and tricks are often woven into the tomb’s design. Of all the wards that protect a mummy’s tomb, however, none is so deadly as the curse that befalls those who would disturb the mummy’s rest or steal its riches.
1–2 Patrolling; attacks on sight
3–4 In crypt or sarcophagus; attacks if disturbed
5 Surrounded by books; a librarian of vast knowledge who will trade information
6 Demands that mortals bow and leave tribute
1 A dry, dusty smell
2 Ancient runes. DC 15 Arcana or Religion check: The runes pertain to the preservation of bodies
3 Coffin-sized stone slabs on the ground. Each covers a burial niche. Some are broken open and empty
4 Sandstone statues in various degrees of ruin
5 An empty sarcophagus, broken open from the inside
6 A shrine containing a trapped sarcophagus
Mummies rarely venture from the tombs, temples, and necropolises in which they were buried.
CR 3–4 mummy ; mummy with 1 or 2 skeletons or zombies ; mummy with 1d4 cultists
Treasure 100 gp, ancient religious book (50 gp), gold earrings (125 gp)
CR 5–10 2 or 3 mummies ; mummy with cult fanatic and 1d6 + 4 cultists ; mummy with 1 or 2 gargoyles or walking statues ; mummy with 1d6 + 1 ghouls
Treasure ceremonial silvered mace (150 gp), gold mask (750 gp), gold map case (250 gp) containing map showing the locations of nearby traps and a spell scroll of remove curse , armor of vulnerability ( half plate , resistant to slashing)
CR 11–16 mummy lord
Treasure 200 pp, 300 gp, 2 gold armlets (750 gp each), spell scrolls of contagion and scrying carved on stone tablets, boots of speed
CR 17–22 mummy lord with 2 mummies or wights ; mummy lord with 1d6 + 1 ghouls ; mummy lord with flesh guardian
Treasure 7,000 gp, gold crown (2,500 gp), gold scepter (2,500 gp), 2 potions of supreme healing , 1 breastplate emblazoned with the symbol of a past empire (mummies do not attack the wearer unless attacked), staff of withering
CR 23–30 mummy lord with 2 priests and 2 veterans ; mummy lord with 2 or 3 wights ; mummy lord with stone guardian
Treasure 15,000 gp, gold crown set with rubies (7,500 gp), gold-plated stone sarcophagus (7,500 gp), jacinth necklace (7,500 gp), fragmentary research towards a dangerous 9th-level spell, spell scroll of holy aura , scarab of protection , wand of paralysis