| 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.







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Posted Feb 5, 2025Welp, 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.
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Posted Feb 5, 2025Wow 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.
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Posted Feb 6, 2025Always love monsters who have built-in lore or stories, makes my life easier as a DM.
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Posted May 15, 2025I 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.
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Posted May 18, 2025"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."
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Posted Jun 10, 2025Oh 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.
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Posted Jul 31, 2025...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."
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Posted Sep 30, 2025Also, there's not really a need to state that Remove Curse can... remove curses. But it's good that they do anyways so there's no confusion.
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Posted Oct 2, 2025I doubt too many people miss it but it's important to note that the initial necrotic damage from the Rotting Fist does NOT reduce the Hit Point Maximum. The curse would be much more deadly if it did. For example, let's say a character has 50 hit points and gets hit by the Rotting Fist just once. It takes 5 bludgeoning damage and 10 necrotic damage. The PC now has 35 of 50 hit points. Since it can't regain hit points, tomorrow it will have 35 of 40 hit points, the next day it will have 30 of 30, and so on.... (assuming reduction of 10 Hit Point Maximum per day)
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Posted Dec 14, 2025Does "this attack" mean the hit from Rotting Fist itself, or if the creature's Max HP is reduced to 0?
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Posted Jan 25, 2026I ran a Mummy recently and I ruled it like this:
Example 1: My party's poor Paladin died on the initial damage. RIP, have fun in Dragon Eyrie (he's alive now but we had a good bit of roleplay with that).
Example 2: You take a Long Rest after fighting this guy, unaware of the curse. That fight left you with 6 HP out of a 24 HP maximum, which is now 14 after the Long Rest. In your next encounter, a mephit reduces you to 0 HP. You do NOT die or turn to dust, instead you get to make Death Saves as normal because it was not the curse that reduced you to 0 HP. If you fail your Death Saves, you don't turn to dust as you didn't reach 0 Hit Points as a result of the curse.
However, since you can't regain Hit Points, you're still locked out of most spells that would bring you back to life. If you succeed on your Death Saves, you will be effectively comatose at 0 Hit Points until the curse is lifted. If the curse isn't lifted, your Hit Point maximum is affected as normal, and once that reaches 0, you dust.
Example 3: As with Example 2, except you don't fight anyone after the Mummy. You fail to get a cure in time. Upon finishing your third Long Rest since fighting the Mummy, your allies find a pile of ashes in your bedroll instead of their friend.
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Posted Jan 25, 2026Bog Mummy! Bog Mummy! Bog Mummy!
Are your players min-maxed to Nessus and back?! The Mummy as-is is easily one of the most devastating if not the most out of the CR 3 creatures in the MM, stacking that stuff on it just makes it seem like you want a TPK to happen. Which is... a choice.
P.S. there's not really any need to replace the "Common plus two languages" bit with "languages it knew in life," considering that you could just... have the two languages be those it knew in life.