d20 Modern: Heavens and Earths
Undead: Mummies have the traits and immunities common to undead.
Despair (Su): At the mere sight of a mummy, the viewer must succeed on a Will save (DC 15) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummy’s despair ability for one day.
Mummy Rot (Su): A mummy’s touch carries a horrible rotting disease (Fort save DC 20 negates; incubation period 1 day; damage 1d6 temporary Constitution). The GM may allow characters to create medicine to treat the disease using the Craft (pharmaceutical) skill. In a campaign that uses magic, a remove disease spell can cure this disease. The only other way to halt the disease’s advance is to amputate whatever appendage the mummy touched (usually a hand, arm, leg, or foot). Amputating a limb deals 1d4 + 1 points of temporary Constitution damage, although a successful Treat Injury check (DC 25) reduces the temporary Constitution damage to 1 point.
An afflicted creature that dies of mummy rot shrivels away and turns to dust.
Fire Vulnerability (Ex): A mummy takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage, and a failure doubles it.
Resistant to Blows (Ex): Physical attacks deal only half damage to mummies. Apply this effect before damage reduction.
Damage Reduction 5/ + 1 (Su): In campaigns without magic weapons, the GM can either disregard the mummy’s damage reduction or apply the damage reduction only to certain types of weapons (ballistic, bludgeoning, sonic/concussion, piercing, or slashing).
Bonus Feat: Mummies receive the bonus feat Archaic Weapons Proficiency.
Automatic Language: Mummies read, write, and speak one language.
Mummy: CR 4; Medium-size undead; HD 6d12 plus 3 (Toughness feat); hp 42; Mas —; Init – 1; Spd 20 ft.; Defense 17, touch 9, flat-footed 17 ( – 1 Dex, + 8 natural); BAB + 3; Grap + 6; Atk + 6 melee (1d6 + 4 plus mummy rot, slam); Full Atk + 6 melee (1d6 + 4 plus mummy rot, slam), or + 2 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ undead, despair, mummy rot, fire vulnerability, resistant to blows, damage reduction 5/ + 1, darkvision 60 ft.; AL evil, law; SV Fort + 2, Ref + 1, Will + 7; AP 0; Rep + 0; Str 17, Dex 8, Con —, Int 6, Wis 14, Cha 15.
Skills: Hide + 8, Listen + 9, Move Silently + 8, Read/Write Egyptian, Speak Egyptian, Spot + 9.
Feats: Alertness, Archaic Weapons Proficiency, Toughness.
Advancement: 7 – 12 HD (Medium-size); 13 – 18 HD (Large); or by character class.
Mummy Dedicated Hero 3: CR 7; Medium-size undead; HD 9d12 plus 3 (Toughness feat); hp 58; Mas —; Init – 1; Spd 20 ft.; Defense 19, touch 11, flat-footed 19 ( – 1 Dex, + 2 class, + 8 natural); BAB + 5; Grap + 8; Atk + 8 melee (1d6 + 4 plus mummy rot, slam); Full Atk + 8 melee (1d6 + 4 plus mummy rot, slam), or + 4 ranged (1d10/19 – 20, crossbow); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ undead, despair, mummy rot, fire vulnerability, resistant to blows, damage reduction 5/ + 1, darkvision 60 ft.; AL evil, law; SV Fort + 4, Ref + 2, Will + 9; AP 1; Rep + 1; Str 17, Dex 8, Con —, Int 7, Wis 14, Cha 15.
Skills: Hide + 8, Listen + 12, Move Silently + 8, Read/Write Egyptian, Speak Egyptian, Spot + 12, Survival + 11.
Feats: Alertness, Archaic Weapons Proficiency, Blind-Fight, Simple Weapons Proficiency, Toughness, Track.
Talents (Dedicated Hero): Skill emphasis (Survival), aware.
Possessions: Crossbow, 15 crossbow bolts.