Mod | Save | ||
---|---|---|---|
STR | 16 | +3 | +3 |
DEX | 8 | -1 | -1 |
CON | 15 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
INT | 6 | -2 | -2 |
WIS | 12 | +1 | +3 |
CHA | 12 | +1 | +1 |
Multiattack. The mummy makes two Rotting Fist attacks and uses Dreadful Glare.
Rotting Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can’t regain Hit Points, its Hit Point maximum doesn’t return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack.
Dreadful Glare. Wisdom Saving Throw: DC 11, one creature the mummy can see within 60 feet. Failure: The target has the Frightened condition until the end of the mummy’s next turn. Success: The target is immune to this mummy’s Dreadful Glare for 24 hours.
Welp, I hope you have remove curse or you are dead if this thing touches you. A great deadly encounter, and super thematic. I love this thing.
Wow so straight up no save against the curse effect? That is a nasty bit of work to deal with for a CR3 monster.
And all the more reason to write in some plot-contextual ways to get that curse removed.
Always love monsters who have built-in lore or stories, makes my life easier as a DM.
I picture mummies as dry, boney beings. This art shows a waterlogged, presumably fresh one. I don't mind, but it goes against the stereotype.
Lost resistance to nonmagical bludgeoning, piercing, and slashing, but kept that fire vulnerability. Nerfed the defense, it seems. Used to only know the languages it knew in life, now has to know Common and two other languages.
Multiattack is buffed. Used to use Dreadful Glare and one Rotting Fist. Now does two Fists and Dreadful Glare.
Dreadful Glare is changed. Used to paralyze a victim if they failed the save by 5 or more, now it doesn't. The success is also changed: used to give immunity to all mummies Dreadful Glare for 24 hours, but not Mummy Lords. Now, it only works for the one Mummy.
Rotting Fist got buffed. Necrotic damage didn't change, but it originally did 10(2d6+3) bludgeoning. Now, it deals 8(1d10+3) bludgeoning. Also used to be a DC 12 Constitution save against the curse, which is now automatic. The curse now also states that the Hit Point maximum doesn't reset on a long rest. Also no longer states that Remove Curse is a viable option to cure it, but I'd rule that it still would given that this is a curse.
New Mummy got some buffs and debuffs. Nothing a Fusion can't fix.
Fusion time! Bring back their nonmagical bludgeoning, piercing, and slashing resistance. Bring back the "languages it knew in life." Adds character to each mummy. For Rotting Fist, increase the damage from 8(1d10+3) to the old 10(2d6+3) for additional threat. Good luck killing one of Pharoah Tutankhamen's waterlogged minions.
"A mummy might look frail, but its body possesses supernatural strength, and its gaze can strike fear in the bravest hearts. Those who escape a mummy’s grasp might find themselves subject to a terrible curse. Victims of a mummy’s curse gradually wither, their bodies rotting away until they’re reduced to dust. This curse can be healed only by the Remove Curse spell or similar magic."
Oh cool, nice fusion, your pc powerbuilded? You wanna make them suffer? You think stronger means better?
If i do a fusion, it would be to bring the save back. If i do not, its cause i use 2014 mummies who was perfectly fine.
...it does state that exact thing...read below the stat block. "This curse can be healed only by the Remove Curse spell or similar magic."