I made sure to avoid using the Dreadful glare, emphasizing that it's eyes were covered. I once did a neat scene with the mummy being a standard boss, showed the group the illustration in the book for reference. You can downplay it's spook factor by making it walk funny, but you can make it darker and scarier by going in in on it's brutal claws or deep crimson eyes. Regular mummies in deserts, sure but bog preserved bodies in boreal swamps, or adorned in old but beautiful silk robes and a big ceremonial hat in eastern settings. It fits any standard dungeon style with some flavoring regarding it's construction. Rotting Fist is potent against lower level parties, and a nasty bite that threatens but doesn't kill higher level parties. Its also nice to have this source the PCs trust (maybe) who now has all this info you've been trying to find a way to lay out for them as part of his "while i was gone" backstory.įor my PC mummies i just averaged their physical stats making sure they at minimum dropped 1 modifier or 2 points and i left mental stats alone.Īs a more beginner DM, I find the Mummy really helpful in encounter construction. Sometimes I really love throwing something at my players that isnt a dungeon puzzle or trap, but something that still have to deal with carefully. Do they save them? kill them? Trust them? Even believe it really is their old team mate? Do they have or have access to something to restore them? Is the mummy the reason their previous attempts to resurrect failed? Does the DM turn the character back over to the player or is it an NPC permanently? It also really messes with your players when they find their old team mate now working for their rival or walking into the clubhouse after 6-7 months have gone by. it can only truly die or earn its freedom when somebody gives it permission to and they wont until he complete certain tasks. Mummies are also a really cool way for a DM to bring back a dead party member for questioning or some sort of purpose as outlined in the parameters of the ritual used to bring it back. 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. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. 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. The mummy targets one creature it can see within 60 feet of it. The curse lasts until removed by the remove curse spell or other magic.ĭreadful Glare. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. 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 target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
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