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Mummies

“Before opening a sarcophagus, light a torch.”

— X the Mystic's 7th rule of dungeon survival

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 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 reforge 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 following effects; 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.

In Har'Akir, an ancient curse awakens the Children of Ankhtepot by Irina Nordsol

Fermented Mummy

Wrapped in rags and cloth in much the same way typical mummified creatures are, this creature also exudes a sickly sweet scent around it at all times.

Booze Mummies

The fermented mummy is often referred to as the “booze mummy” due to the fact that their bodies are preserved in alcohol. This has given them a reputation for being particularly dangerous as the typical ingredients required to embalm a mummy are not required for the creation of a fermented mummy. This bizarre creation method has also caused these undead to manifest strange abilities. Rather than spreading the horrible affliction known as mummy rot, fermented mummies exude a supernatural poison that gradually turns their victim’s blood into alcohol. This causes their foes to get more and more intoxicated over time, ultimately resulting in the death of the afflicted individual.

Cruel Creations

In order to create a fermented mummy, a humanoid creature must be sealed within a large quantity of liquor. Wine is most commonly used, however, any alcoholic liquid will suffice. The humanoid who is being turned into a mummy must be living as they are sealed in the container. If the individual is not removed from the sealed container before they die, typically due to drowning, they will rise a month later as a fermented mummy. Often these creatures are unwilling participants in their own creation, however, on some occasions, cultists or other extreme persons might choose to become a fermented mummy. Due to their uncanny creation methodology, the fermented mummy is also able to retain much of its personality and original memories. In instances where the mummy is a victim forcibly changed into an undead abomination, this usually manifests as lashing out and seeking death on those nearby. In willing participants, this can be a way for their schemes to live on.

Statblocks

Monster Manual (5e)

Mummy CR: 3

Medium undead, lawful evil
Armor Class: 11 (Natural Armor)
Hit Points: 58 (9d8 + 18)
Speed: 20 ft

STR

16 +3

DEX

8 -1

CON

15 +2

INT

6 -2

WIS

10 +0

CHA

12 +1

Saving Throws: Wisdom +2
Damage Vulnerabilities: Fire
Damage Resistances: Bludgeoning, Piercing, & Slashing from Nonmagical Attacks
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Darkvision 60', Passive Perception 10
Languages: Any languages it knew in life
Challenge Rating: 3 ( 700 XP)
Proficiency Bonus: +2

Actions

Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

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 must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (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.

Dreadful Glare. The 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 magic or 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 throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

Suggested Environments

Desert

Monster Manual (5e)

Mummy Lord CR: 15

Medium undead, lawful evil
Armor Class: 17 (Natural Armor)
Hit Points: 97 (13d8 + 39)
Speed: 20 ft

STR

18 +4

DEX

10 +0

CON

17 +3

INT

11 +0

WIS

18 +4

CHA

16 +3

Saving Throws: Constitution +8, Intelligence +5, Wisdom +9, Charisma +8
Skills: History +5, Religion +5
Damage Vulnerabilities: Fire
Damage Immunities: Necrotic, Poison; Bludgeoning, Piercing, & Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Darkvision 60', Passive Perception 14
Languages: Any languages it knew in life
Challenge Rating: 15 ( 13000 XP)
Proficiency Bonus: +5

Spellcasting. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:

  • Cantrips (at will): sacred flame, thaumaturgy
  • 1st level (4 slots): command, guiding bolt, shield of faith
  • 2nd level (3 slots): hold person, silence, spiritual weapon
  • 3rd level (3 slots): animate dead, dispel magic
  • 4th level (3 slots): divination, guardian of faith
  • 5th level (2 slots): contagion, insect plague
  • 6th level (1 slot): harm


Magic Resistance. The mummy lord has advantage on saving throws against spells and other magical effects.

Rejuvenation. A 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.

Actions

Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (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 decreases by 10 (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.

Dreadful Glare. The 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 against this magic or 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 throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.

Legendary Actions

The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn.

  • Attack. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.
  • Blinding Dust. Blinding 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 throw or be blinded until the end of the creature's next turn.
  • Blasphemous 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 utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.
  • Channel 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 of the mummy lord's next turn.
  • Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a 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 by the mummy lord remain in its possession.

Suggested Environments

Desert

Homebrew, Dungeon Dad

Fermented Mummy CR: 4

Medium undead, lawful evil
Armor Class: 14 (Natural Armor)
Hit Points: 75 (10d8 + 30)
Speed: 30 ft

STR

16 +3

DEX

10 +0

CON

16 +3

INT

16 +3

WIS

12 +1

CHA

14 +2

Saving Throws: Wisdom +3, Charisma +4
Damage Vulnerabilities: Fire
Damage Resistances: Bludgeoning, Piercing, & Slashing from Nonmagical Attacks
Damage Immunities: Cold, Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Darkvision 60', Passive Perception 11
Languages: Any languages it knew in life
Challenge Rating: 4 ( 1100 XP)
Proficiency Bonus: +2

Magic Resistance. The mummy has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The mummy uses its dreadful glare and makes one attack with its intoxicating fist.

Intoxicating Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage and 13 (2d12) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be poisoned. While poisoned in this way, the target’s blood alcohol level increases rapidly and they become intoxicated. The creature exudes a strong, sweet scent of fermentation. Their speech becomes slurred, and their movement is staggered and clumsy, reducing their speed by half. If the effects of the poison are not cured within 12 hours, the victim dies and rises as a fermented mummy 1d4 hours later. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare. The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 14 Wisdom saving throw or 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 throw is immune to the Dreadful Glare of all mummies, but not mummy lords, for the next 24 hours.

Bonus Actions

Animate Dead (1/Day). The mummy can cast the Animate Dead spell.

Dread Domains

Har'Akir. The darklord of this desert realm, Ankhtepot, is a powerful mummy lord that offers 'immortality' to the priests of his false gods. Many of the crypts, ruins, & temples are guarded by mummies that keep his secrets out of the hands of mere mortals.

Dark Powers

Putrid Bride (II). Despite mummification being a complex ritual to preserve the dead, mummies can still trigger a fear of decay in those that see them. This fear is even more potent for those that witness the effects of mummy rot, watching a person wither into dust in a matter of days.

Final Breath (XIII). As powerful undead that curse the living for blaspheming dark gods or defiling ancient tombs, mummies bring the terror of death to many unfortunate enough to encounter them.

Gods of Death

Within the domains of dread & beyond, there are only a handful of deities that grant the option of undeath seen among mummies. Below are the gods of death & undeath that may offer this 'gift' to their devotees:

  • Anu & Ousa. Both are the false gods created by the darklord Ankhtepot within his dread domain. The former is the judge of the dead while the latter is the god of death & the dead. The Dark Powers have granted a measure of power to the false pantheon to imitate real deities, but they mostly exisit to serve the darklord.
  • Anubis. The jackal-headed god that judges the dead in the Egyptian pantheon, he has been known to allow restless souls to reanimate their mummified remains. Often this is to punish mortals that have desecrated tombs or similar sites sacred to the gods. He has a particular animosity towards Ankhtepot, who has used dark magic to remain among the living & has attempted to exterminate the worship of Anubis within Har'Akir.
  • Myrkul (deceased). A former psychopomp & demigod of death under Nerull, it is possible that he would have had a hand in the creation of any mummies under his master's tenure.
  • Nerull (deceased). The former god of death, now slain & replaced by the Raven Queen, it is possible that a handful of the mummies created during his tenure still remain to haunt the living.
  • Nyarlathotep. A trickster & messenger of Azathoth & the Outer Gods, he has granted a handful of his servants the means to escape the laws of death. When disguised as a humanoid, he often takes the form of an Egyptian noble titled the Black Pharaoh.
  • The Raven Queen. The goddess of death, she has a strong dislike of all manner of undead. She has only tolerated her most devoted agents the ability to live beyond their mortal span, such as revenants. Whether she has extended this tolerance to any mummies is unknown at this current time.
  • Vecna. A lesser god of necromancy, he often bestows the means of achieving undeath to those who seek the 'gift.'

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