Mummy (CR 5)
Alignment: Always lawful evil
Initiative: +0; Senses: darkvision 60 ft., Listen +8 Move Silently +7, and Spot +8
AC: 20 (+10 natural), touch 9, flat-footed 17
Hit Dice: 8d12+3 (55 hp); DR: DR 5/-
Fort +4, Ref +2, Will +8
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +11
Attack: Slam +11 melee
Full Attack: Slam +11 melee
Damage: Slam 1d6+10 and mummy rot
Special Attacks: Despair, mummy rot
Abilities: Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15
Special Qualities: undead traits, vulnerability to fire
Feats: Alertness; Great Fortitude; Toughness
Skills: Hide +7, Listen +8 Move Silently +7, and Spot +8
Advancement: 7-12 HD (Medium-size); 13-18 HD (Large)
Organization: Solitary, wardens (2-4), or guardians (6-10)
Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. They usually inhabit great tombs or temple complexes, maintaining a timeless vigil and destroying would-be graverobbers.
Physically, mummies are withered and desiccated, with features hidden beneath centuries-old funereal wrappings. They move with a slow, shambling gait and groan with the weight of the ages. These horrid creatures are often marked with symbols of the dire gods they serve. While other undead often stink of carrion, the herbs and powders used to create a mummy give off a sharp, pungent odor like that of a spice cabinet.
Mummies attack intruders without pause or mercy. They never attempt to communicate with their enemies and never retreat. An encounter with a mummy can end only with the utter destruction of one side, or the other.
In melee combat, a mummy delivers a powerful blow. Even if it had no other abilities, its great strength and grim determination would make it a formidable opponent.
Despair (Su): At the mere sight of a mummy, the viewer must succeed at 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): Supernatural disease - slam, 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 (see Disease).
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 are cast on the remains within 6 rounds.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Resistant to Blows (Ex): Physical attacks deal only half damage to mummies. Apply this effect before damage reduction.
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.