Mummified Ogre* (CR 5)
AC: 21 (-1 size, -1 Dex, +10 natural, +3 hide armor), touch 8, flat-footed 21
Hit Dice: 4d12+4 (30 hp); DR: 5/-
Fort +4, Ref +0, Will +3
Speed: 30 ft. (20 ft. in hide armor)
Space: 10 ft./10 ft.
Base Attack +3; Grapple +16
Attack: Slam +11 melee or greatclub +12 melee
Full Attack: Slam +11 melee or greatclub +12 melee
Damage: Slam 2d6+13 plus disease, Greatclub 2d8+13
Special Attacks/Actions: Despair, mummy rot
Abilities: Str 29, Dex 8, Con -, Int 2, Wis 14, Cha 11
Special Qualities: undead traits, vulnerability to fire
Feats: Improved Toughness; Weapon Focus (greatclub)
Skills: Climb +9, Listen +4, and Spot +4
Advancement: By character class
Climate/Terrain: Any desert and underground
Organization: Solitary, pair, warden squad (3-4), or guardian detail (6-10)
Despair (Su): At the mere sight of a mummified ogre, the viewer must make a DC 12 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummified ogres despair ability for 24 hours. The save DC is Charisma-based.
Mummy Rot (Su): Supernatural disease-slam, Fortitude DC 16, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.
Unlike normal diseases, mummy rot persists until the victim teaches Constitution 0 (and dies) or is cured as described in the mummy template description.. An afflicted creature that dies shrivels away into dust that blows away into nothing at the first wind.
In melee combat, a mummified ogre delivers a powerful blow. Even if it had no other abilities, its great strength and grim determination would make it a formidable opponent.
Mummies are undead creatures, embalmed using ancient necromantic lore. Often set as guardians for sacred sites, mummies defend their charges until destroyed. Should a mummy be unable to defend its charge for any reason, it becomes an unreasoning spirit of vengeance, hunting those who desecrated the site it was tasked to defend.
A mummy appears withered and desiccated, its features hidden beneath centuries-old funereal wrappings. It moves with a slow, shambling gait and groans with the weight of the ages. Symbols of the deity it once served often mark these horrid creatures. While other undead stink of carrion, the herbs and powders used to create a mummy give off a sharp, pungent odor, like that of a spice cabinet.
A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. For example, a wizard's raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard's raven familiar has an animal's features and the traits of a magical beast.