Ogre Mummy* (CR 4)
Alignment: Always lawful evil
Initiative: -2 (Dex); Senses: Listen +4 and Spot +1
AC: 20 (-2 size, -2 Dex, +13 natural), touch 7, flat-footed 20
Hit Dice: 4d12 (26 hp); DR: 5/magic
Fort +4, Ref -1, Will +3
Speed: 20 ft.
Space: 5 ft./10 ft.
Base Attack +7; Grapple +7
Attack: Slam +11 melee; Huge greatclub +12 melee
Full Attack: Slam +11 melee; Huge greatclub +12 melee
Damage: Slam 1d8+12 and mummy rot; Huge greatclub 2d6+12
Special Attacks/Actions: Despair, mummy rot
Abilities: Str 27, Dex 6, Con -, Int 2, Wis 14, Cha 11
Special Qualities: Undead, resistant to blows, fire vulnerability
Feats: Weapon Focus (greatclub)
Skills: Climb +10, Listen +4, and Spot +1
Advancement: By character class
Organization: Solitary, wardens (2-4), or guardians (6-10)
Despair (Su): At the mere sight of an ogre mummy, the viewer must succeed at a Will save (DC 11) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, the creature cannot be affected again by that mummified ogres despair ability for one day.
Fire Vulnerability (Ex): An ogre mummy takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and failure doubles it.
Mummy Rot (Su): Supernatural disease natural weapon, Fortitude save (DC 20), incubation period 1 day; damage 1d6 temporary Constitution. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic.
An afflicted creature that dies shrivels away into sand and dust that blow away into nothing at the first wind unless both a remove disease and raise dead spell are cast on the remains within 6 rounds.
Resistant to Blows (Ex): Physical attacks deal only half damage to ogre mummies. Apply this effect before damage reduction.
In melee combat, an ogre mummy delivers a powerful blow. Even if it had no other abilities, its great Strength and grim determination would make it a formidable opponent.