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- Apr 2017
- Vancouver <-> Dublin
Revised Mummy (template); inspired by DracoDei
Went down the rabbit hole of the forums recently and came across this fine piece of homebrew. Here's my take on the concept. Note that this is also a test of my undead houserules (undead retain their Constitution scores, and templated undead enjoy the benefits of undead Will saves and 4 skill points per HD).
A mummy is a once-mortal sovereign who has undergone a ritual to acquire eternal life, and now guards the vast treasure trove it has accumulated. Mummies are usually clerics, aristocrats, or paladins but may also be wizards or other classes. Unlike many other undead they are not necessarily evil, though they are almost always quite ruthless in the defense of their tombs.
A mummy is usually a dessicated humanoid swathed from head to toe in bandages and ceremonial burial garb. A mummy often wears a regal funerary mask fashioned in the likeness of its mortal visage. They always possess multiple magic items and make good use of them in combat.
Mummies speak whatever languages they knew in life.
Creating A Mummy
"Mummy" is an acquired template that can be added to any aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or plant creature of lawful alignment (referred to hereafter as the base creature), provided it possesses the Leadership feat and has undergone the mummification ritual.
A mummy has all the base creature’s statistics and special abilities except as noted here.
Size and Type
The creature’s type changes to undead and it gains the lawful subtype. Recalculate Will save and increase skill points to 4 + Int per level, with quadruple skill points at first level. Otherwise, do not recalculate base attack bonus or saves. Size is unchanged.
Increase all current and future Hit Dice to d12s.
Increase the mummy's natural armour bonus by +2, and by an additional +1 for every three character levels above 3rd, to a maximum of +5 at character level 12th.
Attacks and Damage
A mummy retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A creature with hands gains one slam attack per hand; the mummy can strike with each of its slam attacks at its full attack bonus. Slam attacks deal damage according to the mummy's size.
A mummy retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + ½ mummy’s HD + mummy’s Cha modifier unless otherwise noted.
Breath of Destruction (Su)
The cobras and scorpions of the desert produce potent venom, and carrion left to rot under the sun carries pestilential diseases. A mummy can exhale a breath carrying the essence of these corruptions, forcing all creatures in a 15-foot cone to make a Fortitude save or suffer the effects of both contagion and poison. Once a mummy uses this power, it must wait 1d4 rounds to use it again.
At the mere sight of a mummy, the viewer must succeed on a Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours.
Devour Soul (Su)
A creature pinned by a mummy must make a Fortitude save each round or have its soul inhaled by the mummy, killing the victim and granting the mummy the benefits of a harm spell (caster level 15th).
Mummy's Curse (Su)
Any creature that enters a mummy's tomb must make a Will save when first entering or be affected as if by bestow curse. A mummy may also make a special melee touch attack to force a creature to save or be affected.
Any creature that removes any treasure from the tomb is automatically subject to this curse (no save) until such time as one of the following conditions is met: they receive a remove curse spell (though the curse will transfer to the next creature to touch the treasure), they return the treasure willingly, the treasure is reclaimed by the mummy, the mummy is permanently destroyed, or the treasure is subjected to a break enchantment spell.
The curse may produce different effects each day. The DM is encouraged to be creative with it - one day the curse might cause a character to attract desert vermin, another day it might mimic the effects of a lesser geas (to return the treasure) or an incurable contagion, and so on. The curse is capable of ensuring the character's death, in the fullness of time.
Once per day as a standard action a mummy may use insect plague. A mummy with at least 13 Hit Dice may instead use creeping doom, but rather than summoning centipede swarms, this ability summons either locust swarms or scarab swarms (treat as centipede swarms save that they inflict filth fever rather than poison and also have burrow speeds of 20 feet). Caster level equals the mummy's Hit Dice.
A mummy retains all the base creature’s special qualities and gains those described below.
Damage Reduction (Su)
A mummy’s undead body is tough, giving the creature damage reduction 10/chaotic and evil if it is good-aligned or 10/chaotic and good if it is evil-aligned (a mummy that is neither good- nor evil-aligned simply has damage reduction 10/chaotic).
Its natural weapons as well as any weapon it wields are treated as lawful weapons for the purpose of overcoming damage reduction. These weapons are also treated as good-aligned for a good mummy and evil-aligned for an evil-aligned mummy.
Desert Empathy (Su)
This power works like the druid’s wild empathy class feature, except that it affects only desert animals and vermin (jackals, lions, vultures, crocodiles, hyenas, cobras, locusts, scarab beetles, etc.) and desert monsters (sphinxes, scorpionfolk, desert-dwelling undead, etc.) and a mummy has a +6 racial bonus on the check.
Eternal Grace (Su)
A mummy gains its Charisma modifier as a bonus on all its saves and as a deflection bonus to its Armour Class.
In addition to whatever other treasures are found in its tomb, each mummy possesses a magnificent sarcophagus. A mummy that rests in its sarcophagus for at least 8 hours is restored to full hit points and is indistinguishable from a normal corpse while resting (unless observed through true seeing and the like).
Turn Resistance (Ex)
A mummy has +4 turn resistance.
A mummy is served by Ushabtis in place of the normal followers it would be entitled to through the Leadership feat. Ushabtis are Fighters of the same level as the equivalent followers they are replacing, and also possess the construct type and +4 Strength.
Increase from the base creature as follows: Cha +4, Con +4, Str +8, Wis +4.
Mummies have a +8 racial bonus on Intimidate, Knowledge (nobility and royalty), Knowledge (religion), Listen, Search, Sense Motive, and Spot checks, and these skills are always considered class skills for the mummy. Otherwise same as the base creature.
Solitary or tomb guard (1 mummy, plus 3-6 mortal acolytes, ushabtis, desert empathy creatures, etc.)
Same as the base creature + 2.
Always lawful (any).
By character class.
Same as the base creature +2.
To do: magic items (funerary mask, crook & flail, canopic jars, eye amulets, scarab rings, ankhs, chariots, crowns of Upper and Lower Egypt etc); ka/ba spirits, Wadjet/Nekhbet/Khepri
Last edited by rferries; 2017-09-08 at 06:05 AM.