Mummy

{{infobox-monster
 * image=Monster_Mummy_official.jpg
 * type=Undead
 * race=Mummy
 * alignment=Lawful Evil
 * boss=No
 * rare=No
 * attack=Slam (Heavy Bludgeoning damage, high critical chance), Melee weapons (usually maces, scepters), Many possess spellcasting: Divine (dispel, searing light, etc)
 * qualities=Damage reduction 5/-, Mummy despair, Mummy rot, Undead traits, Fire vulnerability (200%)
 * organisation=Solitary, warden squad (2-4), or guardian detail (6-10)
 * habitat= Usually temples and tombs, Sands of Menechtarun, Tomb of the Wizard King
 * description= Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. Most mummies are 5 to 6 feet tall and weigh about 120 pounds.

Mummies are found roaming about in the desert and necropolis quests and explorer areas. They do their slam attack and have devastatign special abilities such as Mummy despair and Mummy rot. It's best to have a disease immunity item to lessen the chances of getting the rot, and fear immunity to avoid becoming frozen in fear from the despair. Mummies are very vulnerable to fire.

Although they are mere bone and cloth, mummies do not possess the same damage reduction as skeletons, and as such you should simply use your best weapons against them. Be they slashing, piercing or otherwise. Weapons with flaming effects are particularly effective.

Special Abilities
Mummy despair: At the mere sight of a mummy, the viewer must succeed on a DC 16-35 Will (depending on CR/Difficulty setting) save or be paralyzed with fear for 10 to 30 seconds. The save DC is Charisma-based.

Mummy Rot: Supernatural disease — slam, Fortitude save DC is fairly low ~16-25, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.

Unlike normal diseases, mummy rot continues until the victim dies or is cured as described below.

Mummy rot is a powerful curse, not a natural disease.

To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for break enchantment, remove curse always works), after which a remove disease spell is neccesary to finish removing the remaining disease.

An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

Spellcasting
Typically divine wisdom based spellcasting: A basic low CR mummies save DC is 15 + spell level.

Typical spells:
 * Greater Command
 * Divine Favor
 * Doom
 * Shield of Faith
 * Bull’s Strength
 * Hold person/monster
 * Protection from enery: Fire
 * Dispel magic
 * Searing Light
 * Greater dispel magic*
 * Cometfall*
 * Blade Barrier*
 * Slay Living*

* These more devastating spells are only cast by powerful high CR Mummy Lords. }}