Mummy (Generic Fodder)
rating: 0+x

By Mailanka

The carefully preserved dead offer a necromancer a smarter, tougher soldier for his legions of dead, and are thus highly valued. Ancient mummies wear wrappings decorated in hieroglyphs and smell of the desert that contains their tombs, while newer mummies are covered in tight leather straps, the stitchings of surgery and the stink of formaldehyde. Both still carry their flesh on their bones, dried by the passage of time, and their sunken black eyes still glisten with intellect chained to the will of its master.

These mummies represent generic mummies raised with necromancy. They could benefit from the application of a template, but they cannot learn skills, so they need some reason or excuse to do so, either from the meddling of the necromancer, or a cunning escape from under his control, or even rising on their own.

ST: 11 HP: 15 Speed: 5.00
DX: 10 Will: 10 Move: 5
IQ: 10 Per: 10
HT: 10 FP: 10 SM: 0
Dodge: 8 Parry: 8 DR: 0

Fist (10): 1d-2 crushing. Reach C.

Traits: Appearance (Monstrous); Automaton (Reprogrammable); Cannot Learn; Dependency (Mana; Constantly); Disturbing Voice; Doesn't Breathe; Doesn't Sleep; Doesn't Eat or Drink; Fragile (Unnatural, Combustible); High Pain Threshold; Immunity to Metabolic Hazards; Immunity (All Mind Control); Indomitable; Injury Tolerance (No Brains, No Blood, No Vitals, Unliving); Single-Minded; Unfazeable; Unhealing (Total).
Skills: May not have mental skills. N/A.
Class: Undead.
Combat Effectiveness Rating: 6 (OR 1 and PR 5).
Notes: Mummies are smarter than the other undead, but they still lack volition and refuse to negotiate, only carrying out the will of their master. They are not affected by mind-control magic or social skills, but they are affected by necromancy and pentagrams. Truly Evil.


Adventure Ideas