Tiny Undead, Chaotic Neutral
Armor Class 13 (natural armor)
Hit Points 21 (3d8 + 6)
Speed 30 ft., Climb 30 ft.
STR
8 (-1)
DEX
16 (+3)
CON
15 (+2)
INT
2 (-4)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws DEX +5, WIS +4
Damage Vulnerabilities Fire, Thunder
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 5 ft., Darkvision 60 ft., Passive Perception 12
Languages The cat mummy understands everything you say. It just does what it wants.
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Undead Nature. The cat mummy does not require food, water, or air.

Predatory Senses. The cat mummy has advantage on Wisdom (Perception) checks that involve smell or hearing. However, as a result, the cat mummy is vulnerable to Thunder damage.

Actions

Multiattack. The cat mummy can use its Deceitful Purr and makes one attack with its Cat Scratch Fever.

Cat Scratch Fever. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or take an additional 4 (1d8) necrotic damage.

Deceitful Purr. The cat mummy targets one creature it can see within 10 feet of it and begins purring loudly and slow-blinking at the target. If the target can see and hear the cat mummy, it must succeed on a DC 12 Wisdom saving throw or become charmed until the end of the cat mummy's next turn. While charmed, the target must use its action to attempt to pet the cat, and attacks against it by the cat mummy are at advantage. A target that succeeds on the saving throw is immune to the Deceitful Purr of all cat mummies for the next 2 hours.

Bonus Actions

Dander Defense. If the cat is within 5 feet of the target, it can use a bonus action to rub against the target. The target must make a DC 12 Constitution saving throw or be incapacitated by sneezing until the end of its next turn. A target that succeeds on the saving throw is immune to the dander of all cat mummies for the next 24 hours.

Bandage Binding. As a bonus action, the cat mummy plays with its bandages. Any creature within 5 feet must make a DC 10 Dexterity saving throw or be tripped and fall prone.

Reactions

Blessing of the Nine Lives. The cat mummy is imbued with the blessing of a higher power, allowing it to escape danger. If the cat mummy fails a Dexterity saving throw, it can reroll the saving throw, and must use the new roll. If the triggering effect allows the target to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and half damage if it fails.

Description

Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest. Cat mummies also knock urns off of shelves.

DoctorPancake