Mummy
Undead monsters, linen-wrapped preserved corpses animated through dark desert gods
Basic Fantasy Role-Playing Game
| Armor Class | 17 (m) (see below) |
|---|---|
| Hit Dice | 5** |
| Number Appearing | 1d4, Lair 1d12 |
| Attacks | 1 touch + disease |
| Damage | 1d12 + disease |
| Movement | 20' |
| Save As | Fighter: 5 |
| Morale | 12 |
| XP | 450 |
| Treasure Type | D |
Mummies are undead monsters, linen-wrapped preserved corpses animated through the auspices of dark desert gods best forgotten. Most mummies are 5 to 6 feet tall and weigh about 120 pounds.
Special Abilities
Undead: Immune to sleep, charm and hold magic.
Resistant to Damage: Can only be injured by spells, fire, or magical weapons; furthermore, magic weapons do only half damage, while any sort of fire-based attack does double damage.
Mummy Rot: Those injured by mummy attacks will contract mummy rot, a disease that prevents normal or magical healing; a cure disease spell must be applied to the victim before he or she may again regain hit points.
Other Sources
Old-School Essentials Classic Fantasy
| Armor Class | 3 [16] |
|---|---|
| Hit Dice | 5+1* (23hp) |
| Number Appearing | 1d4 (1d12) |
| Attacks | 1 × touch (1d12 + disease) |
| THAC0 | 14 [+5] |
| Movement | 60' (20') |
| Saving Throws | D10 W11 P12 B13 S14 (5) |
| Morale | 12 |
| Alignment | Chaotic |
| XP | 400 |
| Treasure Type | D |
Undead humanoids wrapped in funerary bandages. Haunt ruins and tombs.
Special Abilities
Paralyse with terror: Anyone seeing a mummy must save versus paralysis or be paralysed with terror. Paralysis is broken if the mummy attacks or goes out of sight.
Disease: Anyone hit contracts a horrible rotting disease. Magical healing is ineffective; natural healing is ten times slower. The disease can only be removed by magic.
Damage immunity: Only harmed by fire or magic. All damage reduced by half.
Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
OSRIC
| Armor Class | 3 |
|---|---|
| Hit Dice | 6+3 |
| Number Encountered | 2d4 |
| Attacks | 1 |
| Damage | 1d12 |
| Move | 60-ft |
| Alignment | Lawful evil |
| Intelligence | Low |
| XP | 6/985+8/hp |
| Treasure Type | 1d8×1,000 cp (10%), 1d12×1,000 sp (15%), 1d8×1,000 ep (15%), 1d6×1,000 gp (50%), 1d10 gems (30%), 1d6 jewellery (25%), any 2 magic item+1 potion (15%) |
| Size | Man-sized |
| Frequency | Rare |
| Lair | 80% |
The undead mummy exists both on the normal and negative material planes. Normally found in tombs or other burial places, they hate life and attempt to destroy any living creature they encounter.
Special Abilities
Mummy Rot: The touch of a mummy causes a wasting and rotting disease which will cause death within 1d6 months. For each month of affliction, the victim permanently loses 2 points of charisma, and while diseased no cure wound spells will have any effect and any wounds will naturally heal at a 10% rate. The mummy rot can only be cured by a cure disease spell.
Fear: All creatures within 60-ft of a mummy, upon sight, will suffer the effects of fear and revulsion unless a successful saving throw vs magic is made. If the save fails, the victim will be paralysed for 1d4 rounds. Groups of creatures gain a bonus of +1 for their save at a ratio of six creatures for each mummy (for example: 12 creatures in sight of 1 mummy gain a +2 to save; 12 creatures in sight of 2 mummies gain a +1, and 12 creatures within sight of 3 or more mummies gain no bonus). If humans confront a mummy, then each human will gain a +2 to his or her save.
Immunity to Normal Weapons: A mummy cannot be harmed by normal weapons, and magical weapons do only half damage (drop all fractions).
Immunities: A mummy is immune to sleep, hold spells, charm spells, and cold based attacks. Poison and paralysis have no effect on the creature.
Vulnerability to Fire: A mummy is susceptible to fire as follows: a hit from a torch will deal 1d3 hp damage, a flask of burning oil causes 1d8 hp on the first round and 2d8 hp on the second round, and magical fires deal +1 for each die of damage.
Vulnerability to Holy Water: Holy water inflicts 2d4 hp per vial that hits.
Raise Dead Vulnerability: A raise dead spell will transform the monster into a 7th-level fighter unless the mummy makes a successful save vs magic (unlisted categories).
Death Curse: Any character killed by a mummy cannot be raised due to the amount of damage caused by the rotting waste unless a cure disease and raise dead are both cast on the victim within one hour of death.