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Grand Mummy

Dirty linen strips swathe this emaciated, once-noble figure from head to toe. Its eyes burn with unholy light.Grand Mummy

Mummy, Grand (CR 7)

XP 3,200
LE Medium Undead
Init +2; Senses Darkvision 60 ft.; Perception +18
Aura Despair (30 ft., paralyzed for 1d4 rounds, Will DC 21 negates)

DEFENSE

AC 29, touch 12, flat-footed 27 (+7 armor, +2 dex, +10 natural)
hp 100 (12d8+48)
Fort +7, Ref +8, Will +11
Defensive Abilities Channel Resistance +4; DR 5/-; Immune Undead traits; Resist Ice 15
Weakness Fire and Holy

Tactics

During Combat The mummy awakens if his treasure or something of valuable is taken from him or his home (tomb) and attacks whoever did it stole his goods first. If nothing has been taken, he tends to go for any nearby opponent that has been paralyzed by despair assuming he can reach them. The mummy will only use Danse Macabre when he is the only one standing.

OFFENSE

Speed 20 ft.
Melee Slam +19 (2d6+13 plus mummy rot)
Space 5 ft.; Reach 5 ft.
Special Attacks Danse Macabre

STATISTICS

Str 29, Dex 14, Con -, Int 6, Wis 17, Cha 17
Base Atk +9; CMB +18; CMD 30
Feats Ability Focus (despair), Improved Natural Attack, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (Slam)
Skills Perception +18, Stealth +13
Language Necril
Gear +1 chainmail, gem-encrusted torque worth 600 gil

SPECIAL ABILITIES

Danse Macabre (Su)

1/day, a grand mummy waves his hands about which spreads a dark purple wave of blight within a 30-ft.-radius. Creatures within the area of effect must make a Fortitude save (DC 20) or be inflicted with Zombie status. Blue mages may learn this ability as a 7th level spell (Knowledge: Religion DC 29).

Despair (Su)

All creatures within a 30-ft. radius that see a grand mummy must make a (DC 21) Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same grand mummy’s despair ability for 24 hours. This is a paralysis and a mind-affecting fear effect. The save DC is Charisma-based.

Mummy Rot (Su)

Curse and disease – slam; save Fort DC 19; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure -.

Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting any healing spells on the afflicted creature must succeed on a DC 19 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without an Arise or greater magic. The save DC is Charisma-based.