Mummy

Raised by dark rituals, the mummy serves their master for as long as their master lives. However, once their master is gone or the curse is broken, the mummy occasionally does not follow and instead regains consciousness.
  A rare sight in Erenel, the mummy, is free from the curse which binds it to a master but forced to remain trapped in decomposing flesh. As the mummy endures in undeath, they are actively shunned by most, cursed with an eternity to find and fulfill a purpose.   To peacefully allow their soul to leave for a chance at an afterlife, the mummy must find what remains of their organs, removing the curse which haunts each individual jar. If the mummy falters before doing so, they will forever shamble across the mortal plane in a zombie-like stupor until the curse is lifted by another. When a mummy is given the opportunity to prove themselves, adventuring groups and other open-minded individuals will journey alongside them. Others may find their “experience” captivating and seek mummies for study, consultation, or worse…

Basic Information

Anatomy

Mummies are partially rotten corpses that have been through an embalming process. This process includes the removal of organs, which are placed into ceremony jars, and the corpse being treated with preserving oils, herbs, and linen wrappings. Unlike other burial rituals, the linens which wrap around the mummy are inscribed with necromantic sigils.   Depending on when the embalming process occurred, a mummy may have varying decomposition levels and even a rotten smell. This has led many mummies to cover themselves in clothing, masks, and various floral-smelling perfumes or oils in an attempt to fit in or to feel like their previous selves.

Civilization and Culture

Naming Traditions

During creation, a mummy is not named and retains only slight recollections of their previous life. Their memories are entirely random yet vague, a consequence of the dark rituals that return their soul from its eternal rest.   Because of this, a mummy often names itself or relies on being called by someone it has met. A mummy might choose to give itself a real name based on the region or search for clues on a previous life to reclaim its forgotten name.

History

Each mummy has five organs tied to the curse that binds them in undeath. During the embalming process, the brain, lungs, liver, stomach, and intestines are placed in a separate ceremonial jar. Strangely, embalmers leave the heart in the body as the Ahn’Kalin believe a creature should never be without its heart, even in death. As Ahn' Kalin are the first known species to embalm at the guidance of the Djinn Davata, this detail remains in place.   For a mummy to stand before Bedoma's judgment in the afterlife, the curse must be lifted from each of the five jars. The curse is administered to the jars during the mummies' resurrection. Some curses are easily disposed of by smashing the ceremonial jar; others require tethering magic to cut the bindings to the mortal plane. It is common for the embalmer to keep all five jars in separate locations to punish and bind the mummy to their service.
Lifespan
Mummies do not age or mature and can live indefinitely if undisturbed.
Average Height
5ft - 6ft
Average Weight
100 - 130 lbs
Geographic Distribution

Mummy Traits

Your Mummy character has a variety of natural abilities common with your ancestry. You will also pick one of the available sub races below.
Show Mummy Traits

Mummy

Ability Score Increase Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
Size Medium
Speed 30 feet

Size

You are Medium or Small. You choose the size when you select this race.  

Accursed

Most commonfolk attempt to avoid you out of fear. You have disadvantage on Charisma (Persuasion) checks.  

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.  

Timeless Undeath

You were raised from undeath, a fact represented by the following benefits.
  • Any spell, feature, or ability that restores hit points and normally has no effect on undead instead restores only half the number of hit points (rounded up).
  • You don't need to eat, drink, or breathe
  • You have advantage on death saving throws
  • You are immune to disease and the poisoned condition, and you have resistance to poison damage.
  • You don't need to sleep. Instead, you enter an inactive state for 4 hours a day. After resting in this way, you gain the same benefit that other races do from 8 hours of sleep.
  • Subraces

    Choose one of the subraces presented below.  

    Pharaoh

    Lord of the Sands
    You know the blade ward cantrip. When you reach 3rd level, you can cast the bane spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can cast the Wall of Sand spell; you must finish a long rest in order to cast the spell again using this trait. Intelligence, Wisdom or Charisma is your spellcasting ability for these spells.  
    Living Wrappings
    You have more control of the linen wrappings that encase your body. You have two wrappings that function similar to your arms. These two wrappings have a reach of 10 feet and allow you to do the following.
  • Gain a climbing speed equal to your walking speed while both wrappings are not in use.
  • Interact with an item (open a door, carry a potion, etc)
  • Perform the somatic components of a spell
  • Royal Embalmer
    Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Additionally, your blade ward cantrip can be cast as a bonus action a number of times per day equal to your proficiency bonus. You regain all expended uses when you finish a long rest.  

    Shambler

    Necrotic Wrappings
    When you take necrotic damage, you can use your reaction to gain immunity to necrotic damage until the end of your next turn and temporary hit points equal to your proficiency bonus. Once you use Necrotic Wrappings, you can't use it again until you finish a long rest.  
    Rotting Fist
    Your rotting fists are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal necrotic damage equal to 1d4 + your strength modifier, instead of the bludgeoning damage normal for an unarmed strike.  
    Undead Fortitude
    If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. You can attempt to use Undead Fortitude a number of times per day equal to your Constitution modifier, regaining all attempts after finishing a long rest.

    Languages. Common and one additional language of your choice


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