As I shivered and brooded on line casting of that brain-blasting shadow,
I knew that I had at last pried out one of Earth's supreme horrors...
- H.P. Lovecraft
"The Lurking Fear"
Typical Powers
Anyone with even a casual knowledge of folklore is
well aware of the powers
traditionally attributed to
various sorts of undead.
This body of knowledge poses its own
difficulties for the mummy hunter. The
homespun chatter of the fireside,
however vivid and compelling, is
notoriously undependable in its details.
Still, as 1 have mentioned in my other
works, folk wisdom frequently contains
hidden truths about the supernatural.
For more than three decades I have
made it my task to separate these
grains of truth from the chaff of
speculation, distortion, and ignorance.
Nowhere in the whole spectrum of
the lore of undeath is the truth so
heavily veiled as it is in the case of the
ancient dead. Many self-described
"experts" are wholly unaware that the
ancient dead exist at all. Such
unenlightened individuals either dismiss
the ancient dead as minor creatures,
akin to mindless skeletons and zombies,
or they mistake them for corporeal
ghosts. Still others confidently state that
mummies are desert dwellers and
cannot abide wetter climes.
Do not be fooled. The ancient dead
are slightly less rare in arid places than
they are elsewhere, but they can rise
wherever mortals are foolish enough to
scorn the inevitability of death.
Other common suppositions about
mummies contain potentially lethal
snares for those who would hunt them.
Of these, perhaps two are the most
dangerous.
Fire destroys mummies: Mummies of
the first or second rank that are found in
deserts can be burned, as can some
mummies found in other places. I have
long considered fire to be a most useful
tool, and I have indeed trusted it to stop
several otherwise inexorable assaults by
ancient dead creatures. Still, I must give
this emphatic warning: Never depend on
fire as protection against a mummy. Fire
is dangerous to wield - burns from even
one fumbled flask of flaming oil sap a
party's strength. Further, I have
encountered tombs and crypts whose air
is polluted with explosive gases or dust
that cause torches to burst into balls of
crimson destruction. Finally, there is no
guarantee that fire will affect a mummy
in the least.
We entered a chamber fragrant with
cedar and jasmine. I wondered how
many centuries these scents had
lingered.
A cry from Alannthir cut short my
ruminations; a trio of skeletal horrors
clad in the faded plumage of jungle
birds were advancing from the
chamber's dusty comers. We gave way
and retreated up the stairs as the three
mummies converged at our front.
Claudia quickly lit and passed along
flasks of oil to Alannthir and Geddar,
who lost no time in hurling fiery
destruction at our assailants. The
charnel smell of burning feathers as
flame engulfed the mummies quickly
displaced the suddenly cloying scent of
jasmine and cedar, but to our horror the
creatures were not discomfrted in the
least. The nearest mummy merely
reached out to enfold Alannthir in its
flaming embrace.
- From the private journal of
Dr. Van Richten
A mummy's treasure is cursed:
Frequently this is true. In many
accounts I have collected, what is
identified as "the mummy's curse" is
actually mummy rot rather than a
mysterious malady. Anyone who
engages a mummy in hand-to-hand
combat is subject to this scourge, and
the only sure way to defeat it is to have
an experienced priest at hand.
Grave robbing is not an activity I
condone. Simply entering a mummy's
tomb, however, or failing to perform
specific actions while inside a tomb, can
unleash a curse (more about this in
Chapter Seven: Houses of the Dead). And one cannot avoid
the baneful aftereffects of a mummy
encounter merely by ignoring its
treasure. The ancient dead, as I have
said before, are possessive in the
extreme. It is not uncommon for one to
take offense at the hunters' mere
presence in its lair. Finally, in many
cases one must handle, remove, or
even destroy tomb objects to have any
hope of returning the mummy's spirit to
rest. Only careful investigation and
research can reveal if these actions are
required; if they are, suffering a curse
might be unavoidable.
As I noted in Chapter Two: Types of Mummies, all
mummies share certain powers, even if
the tales told by common folk don't
take those powers into account. This
does not mean that all mummies are
alike, or even that all mummies are
similar. The reader would do well to
dismiss such a notion without delay.
Though one might expect to encounter
whole legions of lesser mummies that
are more or less alike, the high-rank
individuals are unique. Many lesser
mummies, too, can possess quirks that
one might expect to find only in more
powerful creatures. These might take
the form of more potent versions of the
four typical abilities: invulnerability,
rejuvenation, disease, and fear, or they
might be salient abilities that usually are
reserved for mummies of higher rank.
But I am getting ahead of myself.
First, let me discuss the four typical
abilities in more detail.
Invulnerability
The ancient dead are resistant to
normal weapons; ordinary steel is
simply not up to the task of cleaving
or battering through a mummy's
embalmed and enchanted flesh. In my
own direct experience, the most
reliable weapons are made from
enchanted steel. I have accounts,
however, of mummies that have been
laid low by silver weapons or by
weaponry crafted from other unusual
materials such as cold-forged iron,
flint, copper, or bronze. In any case,
the weapon must be fashioned
completely from the metal in question,
though weapons such as hammers or
axes can have wooden hafts in the
normal manner. A mere coating of
silver over an iron weapon, for
example, is not sufficient to affect the
ancient dead, as it is in the case of
lycanthropes.
I can only speculate about why these
materials, which are softer and weaker
than steel, can damage a mummy's
impenetrable flesh when steel cannot. I
suspect that some form of supernatural
symbolism might be a factor, as is the
case with other creatures of the night.
The elemental purity of these materials,
along with their rarity and extra cost,
apparently help them overcome a
mummy's defenses.
For example, silver is widely
considered a magical metal. Folklore
associates silver with the moon. One
particularly intriguing theory I have
encountered holds that, just as the
moon's light illuminates the night and
banishes darkness, silver - the lunar
metal - proves baneful to the wicked
spirits of evil creatures. As 1 have said,
folk wisdom often sprouts from a grain
of truth.
Some element of symbolism may
play upon the monster's personal
history as well. For example, a mummy
that was a goldsmith in life might well
be vulnerable to clubbing weapons
forged from this soft and valuable
substance. (Gold will not hold a point or
edge, so gold arrows, swords, and
spears are of little help.)
The unnatural hardiness of mummy
flesh not only foils weapons, but also
resists certain elemental powers. I have
encountered or documented mummies
that were impervious to fire, electricity,
cold, or even earth and rock.
Finally, the ancient dead share with
other undead creatures an immunity to
enchantments that produce sleep,
charm, or hold effects. As mummies
are unliving, death magic, poisons, and
paralysis of all kinds do not affect the
ancient dead in the least.
Rejuvenation
Mummies are constantly supplied with a
flow of positive energy, which accounts
for most (or all) of their typical powers.
The most obvious manifestation of this
energy is a mummy's uncanny ability to
maintain and rebuild its lifeless body. As
I mentioned in the previous chapter, this
ability should not be confused with the
very similar regeneration ability
possessed by the vampire. To
rejuvenate itself, a mummy generally
must be at rest for an hour or so while it
draws in energy and rebuilds its
strength. While rejuvenating, the
mummy is powerless. Be warned,
however, that a mummy may be able to
end the process whenever it wishes,
leave its resting state, and attack. My
documents contain several accounts of
overeager hunters who have come to
grief when a mummy they thought was
helpless suddenly lashed out at them.
Attacking a rejuvenating mummy
can give satisfactory results because
destroying its body can break the
power link and free the mummy's
spirit. A mummy of the first, second,
or third rank is often laid permanently
to rest if its body is destroyed; the
weaker the mummy, the more likely
this is to be true.
At other times, however, attacking
the mummy's body merely delays the
inevitable counterassault, because the
mummy can rejuvenate even after it
has been reduced to dust. However,
such a pause is useful for investigating
and discovering the true key to laying
the creature to rest, or even for
making a hasty retreat from the
creature's lair.
Though I never have seen the
phenomenon myself, I have several
accounts that a "destroyed" mummy's
spirit actually took visible form. The
exact form varied, but the spirit usually
assumed the shape of an animal or a
semblance of the mummy's once-living
self. In each case, the ghastly image
was insubstantial and impervious to
harm by spells or weapons, but it could
be seen clearly.
My companions and I recovered quickly
from the mummy's surprise assault.
Grey and I swung energetically at the
shrunken corpse. We were heartened
when we saw how deeply our weapons
bit into the dried flesh. Undaunted by
wounds that would have crippled a
lesser creature, the mummy continued
to lash out. The creature's limbs did not
fall still until we had reduced it to a
dirty heap.
Our first hint of the horrors that lay
ahead came when we detected a flutter
within the crumbling torso. The leathery
chest quivered and burst into a thousand
moldy shards as a winged creature no
larger than a sparrow leapt skyward,
feathery wings beating the air.
Grey dealt it a blow, but the sword
passed through the apparition, biting
only empty air. As for myself, I recoiled,
for I looked directly into the creature's
eyes and saw not an avian head, but a
human face - a face with features
twisted in a sneer of rage. It was a face
thirsty for revenge.
- From the private journal of
Thaddius Salis
Disease
Mummy rot, the curse of the pharaohs,
the lingering death - this dreadful
weapon of the ancient dead goes by
many names. I shall use the rather
crude vernacular mummy rot in this
section, though I have more medically
apt terms at my disposal. The exact
meaning of mummy rot is clear to the
layman and produces a not
undesirably vivid image in the mind of
the prospective mummy hunter.
The symptoms of classic mummy rot
are fairly easy to recognize: The victim
generally feels no particular discomfort;
in fact, the infected area often seems to
be immune to minor aches, pains, and
injuries. This might seem to be
beneficial, but it is highly dangerous.
Speaking as a physician, 1 can assure
the reader that the body's sensitivity to
heat, cold, and even pain provides a
vital link to the outside world. A victim
numbed by mummy rot is deprived of
this link and is prone to ignore minor
injuries that would best be attended.
This untreated damage frequently leads
to serious infection. The lack of feeling
in the skin, combined with the insidious
power of the mummy's touch, greatly
slows the body's natural healing
powers. A scratch that might disappear
in a day or two instead lingers for 10
days or more.
Even worse, the victim's capacity for
self-healing is so disrupted that curative
magic from priests and paladins, a great
boon to adventurers, is no longer
effective. The victim's tissues simply lose
their ability to benefit from such
restorative magic. In many victims, this
inability to heal is the first sign that the
dreadful disease has set in. A sensible
reader might ask how this could be, as
surely anyone struck by a mummy would
immediately realize the consequences?
Alas, things seldom are so simple.
A few mummies of the first rank
possess a weak disease-causing power
that a healthy victim can resist; this has
fooled more than one mummy hunter
into thinking he is immune to the touch.
In other cases, it might not be clear at
all that one's opponent is a mummy,
Especially if one has the misfortune to
encounter a well-preserved specimen,
or a specimen that can alter its
appearance. Furthermore, a few
mummies (usually those of the third,
fourth and fifth ranks) can cause the
effects of their disease to be delayed, so
so the disease seems to erupt
spontaneously and its source is difficult
tp identify.
An advanced case of mummy rot is
not at all difficult to identify. The
victim breaks out in scabrous sores. In
very advanced cases, the victim's
ears, nose, and digits shrivel or even
fall off. Once the malady reaches this
stage, the victim will be scarred for life
even if cured.
Locating a cure can be problematic.
Even after more than 30 years of
experience as a physician, surgeon, and
herbalist, I have yet to discover a
strictly medical cure for this scourge. It
is so insidious that outright amputation
of an afflicted limb fails to halt the
disease. I am forced to conclude that
because the malady has a supernatural
origin, only magic halts its effects.
The rate at which the malady
progresses varies greatly from mummy
to mummy. I have seen cases that took
months to fully develop—this was the
situation at the Falkovnian mining
camp, which 1 recounted earlier. I have
witnessed other cases where the
disease reached a fatal stage in a single
day. The rate at which the disease
spreads appears to be a function of the
mummy's power. Presumably, the
weaker the mummy, the longer the
disease takes to scar or kill the victim. I do not, however recommend that
anyone use this assumption as a
measure of an opposing mummy's
potency. Once the affliction is
discovered, you must see that it is
cured without delay.
No company of mummy hunters is
complete without a priest or paladin
with healing powers. A warning: I have
encountered mentalists and psychics in
my travels who could heal wounds and
normal maladies as well as any priest.
The supernatural diseases inflicted by
the ancient dead, however, have always
defeated these mental powers.
To further complicate the mummy
hunter's task, and especially the task
of correctly identifying the quarry, not
every mummy's touch causes a
rotting disease. I personally have
encountered three variations: intense
pain and internal bleeding, blindness,
or convulsions and insanity. I have
documented further cases where a
mummy's touch has caused
immediate death due to heart failure,
the conversion of tissue into acidic
green slime, instantaneous
dehydration, or even caustic burns.
In most cases, a magical cure
disease spell can halt the malevolent
affects of the touch, but sometimes
other spells such as neutralize poison
are necessary. The exact spell depends
on the mummy's power and the type of
malady. In each case, the effect resists
all nonmagical cures.
Fear
The final power that all mummies share
in one form or another is the ability to
inspire supernatural fear. Our world
contains many creatures that cause the
stoutest heart to skip a beat; such fear
is a natural reaction every mortal has
when confronting a powerful and
potentially deadly foe. However, a party
can overcome this natural dread if its
members are confident that they match
or exceed their foe's strength. Such is
not the case when a party faces the
ancient dead.
The fear a mummy inspires is not a
simple manifestation of the victim's own
instinct for self-preservation, but a
supernatural assault on the victim's will.
If the victim cannot summon sufficient
force of will to resist the attack, he flees
in terror. Even the most hardened
adventurers are vulnerable to this
attack. We all have our moments of
weakness - even I. As mentioned briefly
in the previous chapter, very powerful
mummies can cause a victim to
become literally paralyzed with fright,
and thus helpless for a time.
This interval of paralysis tends to be
short - usually no longer than three or
four minutes - but it is often sufficient
for the mummy to infect the victim
with its disease power, if not slay the
victim altogether. I am not sure which
fate is worse. I have been forced into
humiliating retreat more than once
when abandoned by fear-struck
comrades. As strength and safety
often lie in numbers, a party split by
fear faces a fate worse than a hasty
retreat.
Paralytic fear by its very nature
cannot scatter a party, but it can deal a
devastating blow to the party's unity by
disabling its members. Also, a comrade
fleeing in fear is at least temporarily
secure from the immediate danger an
approaching mummy may pose. If one
is fortunate, one's fleeing companion
might halt in a fairly safe location. A
victim rooted in place has no such hope
of safety. On more than one occasion, I have spent breathless minutes (which
seemed like whole eternities)
attempting to shield a stricken
companion from a mummy's lethal
grasp. I have not always been
successful in these endeavors.
The fear power of the ancient dead
comes in many forms. Most often it is
a continuous aura that takes effect at
the mere sight of a mummy. In the
previous chapter, I related a case
where a mummy could direct its fear
power according to its own will. I have
documentation of another mummy
whose gaze inspired terror. Victims
who met this powerful creature's gaze
were extremely susceptible to the
mummy's magical fear, and even those
who avoided looking in its eyes were
not immune.
Other Typical Powers
Of the several other powers that most of
the ancient dead possess, 1 have reason
to believe two of them, night vision and
enhanced strength, are common to all
ancient dead in one form or another. As
yet, I have no truly credible proof, either
through my own experience or collected
tales, that these two powers are universal.
Night vision: It seems that ancient
dead can function in complete darkness
with as much ease as a man can in
daylight. They appear to have the same
sort of "heat vision" that elves, dwarves,
and other demihumans have. Not being
blessed with such vision myself, I have
been loath to test my theory while
actually face to face with a mummy.
Enhanced strength: Not being a
fighting man, I cannot attest that every
mummy I have faced was imbued with
supernatural vigor. Nevertheless, 1 urge
the reader to beware of a mummy's
physical prowess. My collection of notes
includes many accounts of mummies
tossing burly warriors about as though
the latter were rag dolls. Some of these
tales I can dismiss as exaggerations
born of fear and awe; others are more
credible. I myself have witnessed
mummies performing stupendous feats
of strength.
Our investigations led us to an immense
cavern, sealed at one end by a
cyclopean wall. We studied the massive
stone blocks carefully, as we suspected
the wall might hold a secret portal that
gave access to the space beyond. That
there was a space beyond I was certain;
all my research pointed to this cauern
ss the mouth of the mummy's lair.
After some minutes of searching,
Geddar Ironheart announced that one of
the smaller blocks (a mere eight feet
wide and six feet high) was in fact
loose. I gave silent thanks for the
dwarf's knowledge of stonework as we
set about trying to shift the block.
Geddar, Belinderissa, and two burly
lads from the local constabulary pushed
hard against the massive block. Though
they made no visible progress, the
quartet believed the task could be done.
Shauten, our wizard, assisted by
casting a lengthy spell (to enhance
strength) upon one of the lads, and all
fell to pushing once again.
We heard a raspy hiss as the block
nudged back. The stone had retreated
no more than a foot, however, when our
progress not only stopped, but reversed!
Looks of consternation spread across
the lads' faces as the block slid
inexorably toward us; Geddar and
Belinderissa lost no time in stepping
aside, weapons at the ready. The lads
vainly kept pushing, but the stone burst
from the wall like a cork from a bottle,
nearly crushing the constables.
From behind the block stepped a
pale figure clad in a bronze cuirass,
scaly with verdigris, and a flowing
white robe. The mummy wore a sword
at its hip, but left it there, attacking
with its shriveled, clawlike hands
instead. One hand shot forth as quickly
as any asp might and grasped
Belinderissa by the throat, lifting her
from her feet. Stepping forward, the
mummy aimed a blow at me that I could not avoid in spite of my
knowledge that it was coming, striking
me with a force equal to a kick from an
angry mule.
—From the private journal of
Dr. Van Richten
Table 2: Mummy Power Ranks
Rank |
|
Hit Dice* |
|
Movement** |
First |
|
1-3 |
|
6-9 |
Second |
|
4-6 |
|
6-9 |
Third |
|
7-9 |
|
9-12 |
Fourth |
|
10-12 |
|
9-12 |
Fifth |
|
13+ |
|
12-15 |
* Hit Dice: The range of Hit Dice a mummy
of the listed rank usually has. Exceptions to
these ranges are not uncommon.
** Movement: The range of movement
rates a humanoid mummy of the listed rank
usually has. An animal mummy's
movement rate varies with its rank and
species.
Table 3: Mummy Invulnerability
Rank |
|
Armor Class |
|
Bonus To Hit* |
First |
|
7 to 5 |
|
Special** |
Second |
|
5 to 3 |
|
+1 or special** |
Third |
|
3 to 0 |
|
+1 |
Fourth |
|
0 to -2 |
|
+2 |
Fifth |
|
-2 to -4 |
|
+3 |
* Bonus To Hit: The typical minimum
magical bonus a weapon must have to
harm a mummy that has an invulnerability
power of the listed rank. The creature's
invulnerability rank usually, but not always,
equals the mummy's power rank.
** Special: Special weapons are not
enchanted, but made from solid silver or
some other unusual material.
Mummies with first-rank
invulnerability suffer full damage from
enchanted and special (including
silver) weapons.
Mummies with second-rank
invulnerability suffer half damage from
special (including silver) weapons and
full damage from enchanted weapons.
Mummies with third-rank
invulnerability sustain no damage from
nonmagical weapons, even special
ones. Magical weapons inflict one-half
their base damage (round down), plus
their full magical bonus. For this
purpose, "base damage" includes
damage from the weapon and all
nonmagical bonuses from Strength and
specialization.
Mummies with fourth-rank
invulnerability suffer half damage from
any weapon that can harm them. Roll damage, add all bonuses, then divide
by two; round fractions up.
Mummies with fifth-rank
invulnerability suffer damage equal to
only half the weapon's magical bonus,
rounded up. For example, a dagger +3
and a two-handed sword +4 inflict a
mere 2 points of damage on a fifth-rank mummy. Bonus damage for
Strength and specialization is
completely negated.
Energy and Elemental Attacks
A mummy is immune to at least one
form of energy attack, usually to cold.
Any mummy immune to an element
or energy form sustains no damage
from any attack based on that form,
including nonmagical attacks, spells,
magic from devices, and attacks by
elementals. The Dungeon Master is
free to select an immunity in keeping
with a mummy's physical origins. For
example, the waterlogged tissues of a
mummy preserved in a salt marsh
might be impervious to fire.
If a mummy is resistant to an
element or energy form, nonmagical
attacks inflict no damage and magic
attacks have normal affect. A mummy
of at least third-rank immunity is
resistant to one form of energy other
than the type of energy to which it is
immune. A mummy of at least fourth-
rank immunity is immune to two
forms of energy. A mummy with fifth-
rank immunity could be immune to
two forms of energy and resistant to
third form of energy.
All forgoing resistances and
immunities are in addition to any
immunity the mummy has as a result
of its elemental command power (see
Chapter Four).
Table 4: Spells Useless Against Mummies
Wizard Spells |
|
|
Abi-Dalzim's horrid wilting* |
|
Blindness |
Charm monster |
|
Charm person |
Cloudkill |
|
Contagion |
Death spell |
|
Emotion |
Enervation |
|
Energy drain |
Eyebite |
|
Fear |
Finger of death |
|
Fire charm |
Haste |
|
Hold animal |
Hold monster |
|
Hold person |
Hypnotic pattern |
|
Hypnotism |
Insatiable thirst* |
|
Irritation |
Magic jar |
|
Mass charm |
Mass suggestion |
|
Otto's irresistable dance |
Phantasmal killer |
|
Power word, blind |
Power word, kill |
|
Power word, stun |
Scare |
|
Sepia snake sigil |
Sleep |
|
Slow |
Suggestion |
|
Suffocate* |
Symbol |
|
Vampiric touch* |
|
|
Wail of the banshee* |
* Spell described in Tome of Magic.
Priest Spells |
|
|
Accelerate healing* |
|
Age creature* ** |
Animal growth |
|
Antianimal shell |
Breath of life* ** |
|
Chaotic sleep* |
Cloak of bravery** |
|
Command |
Creeping doom |
|
Cure blindness** |
Cure deafness** |
|
Cure disease** |
Cure critical wounds** |
|
Cure light wounds** |
Cure serious wounds** |
|
Charm person or mammal |
Heal** |
|
Hold animal |
Hold person |
|
Legal thoughts* |
Mindshatter* |
|
Modify memory* |
Nap* |
|
Raise dead** |
Regenerate** |
|
Restoration** |
Ressurection** |
|
Rigid thinking* |
* Spell described in Tome of Magic.
** Both the standard form of the spell and its reversed form are ineffective.
Table 5: Psionic Powers Useless Against Mummies
Aging |
|
Attraction |
Aversion |
|
Awe |
Control body |
|
Daydream |
Death field |
|
Detonate |
Domination |
|
Double pain |
False sensory input |
|
Id insinuation |
Inflict pain |
|
Invincible foes |
Life draining domination |
|
Mass |
Mind thrust |
|
Mind wipe |
Phobia amplification |
|
Posthypnotic suggestion |
Phychic crush |
|
Phychic drain |
Phychic surgery |
|
Repugnance |
Switch personality |
|
Telempathic projection |
All undead are immune to aura sight.
These powers are described in PHBR5
The Complete Psionics Handbook.
Table 6: Special Weapons Used Against Mummies
Origin* |
|
Weapon** |
Aboriginal |
|
Flint, copper |
Central/South American |
|
Obsidian, flint, gold |
Chinese |
|
Bronze, iron |
Egyptian/Mediterranean |
|
Copper, bronze |
European |
|
Iron |
* Origin: The mummy's original cultural type. See Chapter Two for detailed descriptions regarding a mummy's origins and the various types of clothing one might expect it to wear.
** Weapon: The mummy is potentially vulnerable to silver weapons, and also to weapons made from one of the listed materials.
Table 7: Mummy Rejuvenation
Rank* |
|
Rate** |
|
Rest*** |
First |
|
5/day |
|
1 week/1 day |
Second |
|
6/hour |
|
1 day/1 day |
Third |
|
12/hour |
|
1 day/1 hour |
Fourth |
|
1/minute |
|
1 hour/1 hour |
Fifth |
|
2 minute |
|
1 hour/none |
* Rank: A mummy with first- or second-rank rejuvenation usually cannot recover if its hit points have been reduced to zero or
less; this mummy is destroyed if defeated
in combat. A mummy with third-rank rejuvenation, usually cannot recover if its hit points are reduced to -10 or less. A mummy with fourth- or fifth-rank
rejuvenation usually can recover even if its
body is completely destroyed.
** Rate: The number before the slash shows the hit points a mummy of the listed rank usually regains during each time
period. The entry after the slash shows the
minimum interval a mummy of the listed
rank usually requires to regain any hit
points through rejuuenation. Both numbers
vary at the Dungeon Master's discretion.
*** Rest: This shows the interval a
mummy of the listed rank must spend
completely at rest when rejuvenating. The
number before the slash shows the interval
of rest required before the mummy begins
to regain hit points. The number after the
slash shows the interval of time the
mummy must rest after it stops
rejuuenating. During this restive stage, the
mummy is effectively helpless, unable to
move, attack, or defend. Rest times are
added to any time actually spent regaining
hit points. These numbers vary according
to the Dungeon Master's designs.
Disease
Diseases inflicted by the ancient dead
come in a variety of unpleasant forms.
The most common of these is mummy
rot, the effects of which are
summarized below.
Table 8: Ranks of Mummy Rot
Rank |
|
Fatality* |
First |
|
1d6 months |
Second |
|
1d12 weeks |
Third |
|
1d8 days |
Fourth |
|
1d6 days |
Fifth |
|
1d3 days |
* Fatality: The usual interval that passes
before the victim dies from the disease.
This number varies at the Dungeon
Master's option. Nonmagical and
psionic cures are ineffective against
mummy rot. Only a cure disease spell
or similar magic is effective.
Other effects: As Van Richten has
noted, untreated mummy rot has
several catastrophic effects on the
victim.
First-rank mummy rot permanently
reduces the victim's Charisma score
by 2 points for each month the disease
goes untreated. While afflicted, the
victim gains no benefits from the
various cure wounds spells, although a
regenerate spell can restore lost hit points (it has no effect on the disease).
The victim can recover hit points
through rest, but at 10% of the normal
rate: 1 hit point per 10 days of light
activity or 3 hit points per 10 days of
complete rest. Nonmagical
interventions, such as care from a
person with the healing and herbalism
proficiencies, are ineffective.
Mummy rot of the second rank
permanently reduces the victim's
Charisma score by 2 points for each
week the disease goes untreated;
magical healing and natural hit-point
recovery are affected as above.
Third-rank or higher mummy rot
permanently reduces the victim's
Strength and Constitution scores by 1
point each day and permanently
reduces Charisma by 2 points each
day. While afflicted, the victim cannot
recover lost hit points by any means
except a wish. After 1d6 hours, the
victim is racked by convulsions, which
impose a -2 penalty upon all ability
checks and make spellcasting or spell
memorization impossible. This type of
mummy rot can be cured only by a
combination of cure disease and
regeneration spells; a cure disease
spell cast on its own relieves all
symptoms, but the victim suffers a
relapse 24 hours later if a regeneration
spell is not also administered.
A victim who dies while afflicted with
mummy rot decays rapidly unless
quickly embalmed; the victim cannot
be raised from death unless both a cure
disease spell and a raise dead or
resurrection spell are cast within one
hour of death. If either of the latter two
spells are unsuccessful (the character
fails the resurrection survival roll), the
victim becomes an undead creature.
Alternate Forms of Disease: As Van
Richten points out, the ancient dead's
disease-causing powers encompass
several types of effects, though
mummy rot is the most common.
When a disease-causing power takes a
different form, it should reflect the
mummy's origins and motivations. A
mummy that was once a notorious thief or spy, for example, might blind its victims (as it once depended on avoiding sight). A mummy that once kept a guilty secret might affect its opponent's heartbeat (as it was once false-hearted). The Dungeon Master should feel free to assign an appropriate game effect.
Blindness: A victim might suffer blurred or limited vision, lose the sense of sight altogether, or develop sensitivity to bright light. Game penalties for blindness or reduced vision can include attack roll penalties, the inability to read, and similar impediments. Advanced cases can lead to a reduction of the victim's Dexterity, Intelligence, or Wisdom score (due to the infection spreading to tie brain). Mummy-induced blindness might be removed by cure blindness, cure disease, or heal spells.
Cardiac arrest: A victim might suffer shortness of breath, the inability to fight or run, the loss of hit points, or death. Game penalties can include penalties to attack and damage rolls, penalties to ability checks, and reductions of a hero's Strength or Constitution score. The cardiac arrest might be cured by a slow spell (to quiet the wildly beating heart) or by cure disease, heal, or restoration spells.
Poison: The mummy's touch might be toxic, and the effects deadly, paralytic, or debilitative. Untreated poisons can reduce the victim's ability scores, cause blindness or deafness, or cause portions of the victim's body to wither. The victim might be cured by neutralize poison, cure disease, remove curse, or heal spells.
Spasms: The portion of the victim's body touched by a mummy becomes shaky. There is a noncumulative 10% chance each hour that the afflicted area suffers random jerks and fits, affecting the victim as follows (generally, 1d4 plus the value of the power rank in rounds).
Head: No spellcasting or attacks are possible during the round when the spasm occurs. Movement is reduced
by one third.
Arm: No spellcasting is possible during the round the spasm occurs. If the shield arm is afflicted, any shield bonus is lost. If the weapon arm is afflicted, no attacks are possible.
Leg: Dexterity bonuses to Armor Class and saving throws are lost during the round in which the spasm occurs. Movement rate is reduced by half, and any movement or fighting requires the victim to make a successful Dexterity check or stumble and fall.
Torso: No movement, spellcasting, or combat is possible during the round in which the spasm occurs. If the victim is on horseback or in an unstable position (such as climbing a wall), the fit prompts an appropriate ability check with a -5 (or a -25%) penalty to determine if the victim falls.
A mummy might evoke a spasm in a victim each round, if it has an unobstructed view of that victim. The victim can attempt a saving throw vs. spell to avoid the evoked spasm.
Multiple effects: A very powerful mummy might have disease powers that create multiple effects: for example, rot and spasms, or blindness and poisoning.
Fear
A mummy's fear aura usually takes effect on sight; it applies only at the beginning of each encounter with the mummy. Unlike normal fear checks, mummy-inspired fear is a direct assault on the victim's will. Each victim viewing the mummy must successfully save vs. spell (Wisdom bonuses are applicable) or become paralyzed with fright for a variable number of rounds, as shown in the following table. If a hero views a mummy under circumstances that normally would cause a fear check, there is a -1 penalty to the saving throw vs. spell. Mummies with powerful fear auras impose additional penalties upon the save. Numbers, however, bolster a victim's courage; for every six people in a group, the saving throw vs. spell for each improves by +1. All humans enjoy an additional +2 to the saving throw. As always, the Dungeon Master may apply bonuses and penalties as befit the situation.
Table 9: Ranks of Mummy Fear
Rank |
|
Modifier* |
|
Duration** |
First |
|
0 |
|
1d4 rounds |
Second |
|
-1 |
|
1d6 rounds |
Third |
|
-2 |
|
1d8 rounds |
Fourth |
|
-3 |
|
1d10 rounds |
Fifth |
|
-4 |
|
1d12 rounds |
* Modifier: This is the penalty to the saving throw vs. spell. This number can vary by one or two points in either direction.
* * Duration: This is the interval during which victims who fail their saving throws remain paralyzed with fright.
Alternate Forms of Fear: A mummy's fear aura need not take effect on sight. The mummy might have the ability to create fear in a cone-shaped area before it, like a fear spell, or to create fear by gaze, affecting one creature each round. Targets need not meet the mummy's gaze to be affected, but victims who meet the gaze suffer an additional -2 saving throw penalty.
If a mummy's aura of paralyzing fear does not take effect on sight, its opponents might be subject to normal fear checks when they see the
mummy. All the rules governing fear checks apply (Domains of Dread, Chapter Six).
Other effects of a failed fear check can also be used for those confronting the ancient dead. For example, a mummy's fear aura might induce panic, or flight. See Domains of Dread, pages 142-143, for a variety of effects; the Dungeon Master can invent additional effects. An example would be an aura of dread: The mummy's aura causes opponents to lose all hope, as they believe the mummy is invincible. All attack rolls, saving throws, and ability checks suffer a negative modifier equal to the fear power's rank. This magical dread persists for as long as the victims can see the creature.
Infravision
All mummies can see in the dark, usually having infravision with a 30-foot range. Those that retain demihuman abilities have even better infravision (former range plus 30 feet).
Enchanced Strength
Mummies are supernaturally strong. Those that have retained warrior abilities or high racial Strength scores might be even stronger.
Table 10: Mummy Strengths and Attacks
Rank |
|
Score* |
|
Damage** |
First |
|
18/76 |
|
1d8 |
Second |
|
18/91 |
|
1d12 |
Third |
|
18/00 |
|
2d8 |
Fourth |
|
19 |
|
3d6 |
Fifth |
|
20 |
|
3d8 |
* Score: The mummy's effective Strength ability score is given here.
* * Damage: This is the amount of damage a humanoid mummy can inflict with one unarmed physical (melee) attack.
Animal Mummies
An animal mummy's Armor Class and Hit Dice are determined by its power rank, as in the following table.
Table 11: Types of Animal Mummies
Type* |
|
Number of Attacks |
|
Base Damage** |
|
Base Move*** |
Baboon |
|
1 |
|
1d6 |
|
12 |
Bull |
|
1 |
|
3d6 |
|
12 |
Cat, Domestic |
|
2 |
|
1d4/1d2 |
|
9 |
Cat, Great |
|
3 |
|
1d6/1d6/3d4 |
|
15 |
Crocodile |
|
2 |
|
2d6/4d4 |
|
6, Sw 12 |
Dog |
|
1 |
|
3d4 |
|
12 |
Eagle/Hawk |
|
2 |
|
1d4/1d4 |
|
1, Fl 30 (C) |
Elephant |
|
5 |
|
2d10/2d10/2d8/2d8/2d8 |
|
15 |
Horse/Camel |
|
2 |
|
1d8/1d8 |
|
18 |
Snake, Constrictor |
|
2 |
|
1d4/1d8 |
|
9 |
Snake, Venomous |
|
1 |
|
1d3 |
|
12 |
* Type: The general type of animal that has been mummified. The sampling here is intended only as an example, and the Dungeon Master should feel free to create more types as needed.
** Base Damage: The amount of damage an animal mummy of the first rank inflicts. Add +1 damage per attack for each rank beyond the first. For example, an animal mummy of the fifth rank has a +4 damage bonus.
*** Base Move: An animal mummy of the first or second rank moves at two-thirds its base rate. An animal mummy of the third or fourth rank moves at its base rate. An animal mummy of the fifth rank moves at four-thirds its base rate. Thus, a baboon (MV 12) mummy of the first rank has MV 8, and a baboon mummy of the fifth rank has MV 16.
Additional attacks, attributed to the natural animals' abilities, should be added to the mummies' skills as well, as shown in the following examples.
Bull: A bull mummy charging at least 40 feet inflicts an extra 1d6 damage from its horns, plus an extra 1d8 trampling damage.
Cat, domestic: This mummy imposes a -3 penalty upon opponents' surprise rolls. If a cat mummy is successful with both melee attacks, it can rake its opponent with its rear claws for an additional 1d4 damage.
Cat, great: This mummy can leap up to 30 feet. If both forepaw attacks are successful, it can rake with its rear claws for an additional 2d6 damage.
Crocodile: This mummy imposes a -2 penalty upon opponents' surprise rolls.
Elephant: This mummy cannot direct more than two attacks at a single opponent.
Snake, venomous: Living creatures bitten by this mummy must successfully save vs. poison with a -1 penalty per power rank of the mummy or die immediately. The recommended strength of the poison is B-F (see the Dungeon Master Guide), determined by the creature's power rank and the relative strength of the adventuring party.
Monster and Composite Mummies
A monster mummy uses its normal Hit Dice, plus 1 or 2 additional Hit Dice per power rank. The monster mummy gains a +2 bonus to all damage rolls per power rank, and it uses its normal Armor Class or one commensurate with its power rank, whichever is better. A monster mummy's movement rate is determined in the same manner as that of an animal mummy, as noted earlier.
A composite mummy almost always has a human head or torso, with various monster or animal parts attached. Generally, the Hit Dice and Armor Class are determined by power rank. Movement rate, number of attacks, and damage are figured by the body parts. A specimen of the third rank with a great cat's head, a human torso, a griffin's claws, and a great cat's legs would have 7-9 Hit Dice, three attacks per round (3d4+4/1d4+6/1d4+6), and a movement rate of 15.