The stars of Pash-Mara
Hidden within ancient tombs in vast deserts, mummies evoke fear
in the heart of every adventurer. Raised by dark funerary rites
through necromantic rituals, mummies unquestioningly serve the
whims of their masters for as long as they live. However, once
those masters are gone a rare few mummies may choose to stray
from their ancient tasks, traveling out of their tombs to inflict
themselves on the world above.
The Will of Dark Gods
An undead mummy is created when the priest of a death god or
other dark deity ritually imbues a prepared corpse with
necromantic magic. The mummy’s linen wrappings are inscribed
with necromantic markings before the burial ritual concludes with
an invocation to darkness. As a mummy endures in undeath, it
animates in response to conditions specified by the ritual. Most
commonly, a transgression against its tomb, treasures, lands, or
former loved ones will cause a mummy to rise.
The long burial rituals that accompany a mummy’s
entombment help protect its body from rot. In the embalming
process, the newly dead creature’s organs are removed and placed
in special jars, and its corpse is treated with preserving oils, herbs,
and wrappings. After the body has been prepared, the corpse is
typically wrapped in linen bandages.
Once deceased, an individual has no say in whether or not its
body is made into a mummy. Some mummies were powerful
individuals who displeased a high priest or pharaoh, or who
committed crimes of treason, adultery, or murder. As punishment,
they were cursed with eternal undeath, embalmed, mummified,
and sealed away. Other times, mummies acting as tomb guardians
are created from slaves put to death specifically to serve a greater
purpose. Once created, a mummy obeys the conditions and
parameters laid down by the rituals that created it, driven only to
Most mummies have existed far longer than even the oldest elves,
though most of them have remained in their tomb for nearly the
entire period. Once they awake, they cannot remember their past
life or personality, so they remain dry husks even throughout their
eons of “life” if you could call it that.
However, some mummies do gain some knowledge of the
outside world, and even the most rudimentary knowledge from
when they were first created may hold untold secrets to the
modern world. As a result, some serve as undead repositories of
lost lore, and can be consulted by the descendants of those who
created them. Powerful individuals sometimes intentionally
sequester mummies away for occasional consultation, and
particularly talkative mummies are treasured by historians.
When they are created, mummies are not often named, and they
have no memory of their name in life. Even when they are named,
it is usually something extremely simple such as a number.
However, once a mummy becomes free of its master, it might
choose to give itself a real name, or perhaps let a troop of
adventurers choose its name for it. Therefore, mummies can have
all types of names based on what names they have encountered. If
they have encountered many human adventurers in their time,
they may choose a human name, and could do the same for any of
the other races.
As a mummy, you have certain traits that you share with other
mummies. As a mummy you gain access to powerful magic
through your rotting curse and dreadful glare, though both of
these magics have been weakened through the death of your
master and your departure from the tomb.
Ability Score Increase. Your Strength score increases by 2, and
your Constitution score increases by 1.
Age. As beings of undeath, mummies do not age or mature, and
they may live for thousands of years if undisturbed.
Alignment. As the creations of evil masters, mummies are
often evil themselves. Most often mummies tend towards
lawfulness in their devotion to their master.
Size. Mummies are between 5 and 6 feet tall and average about
120 pounds. Your size is medium.
Speed. Your base walking speed is 25 feet.
Darkvision. Accustomed to the eternal darkness of an ancient
tomb, you have superior vision in dark and dim conditions. You
can see in dim light within 60 feet of you as if it were bright light,
and in darkness as if it were dim light. You can’t discern color in
darkness, only shades of grey.
Dreadful Glare. As an action, you can target one creature you
can see within 10 feet of you. The target must succeed on a
Wisdom saving throw or become frightened until the end of your
next turn. The DC for this saving throw equals 8 + your
Constitution modifier + your Proficiency bonus.
After you use your glare, you can’t use it again until you
complete a short or long rest.
Fire Vulnerability. You are vulnerable to fire damage.
Rotting Fist. You are proficient with your unarmed strikes,
which deal 1d6 necrotic damage on a hit. Whenever a creature
takes this necrotic damage, they must succeed on a Constitution
saving throw or have their hit point maximum decreased by the
amount of damage dealt. The DC for this saving throw equals 8 +
your Constitution modifier + your proficiency bonus. The hit
point reduction lasts until it is removed by the remove curse spell
or similar magic.
Undead. You are considered undead for effects such as turn
undead and many healing spells. You are immune to disease and
the poisoned condition, and you have resistance to poison
damage. You do not need to eat or breathe, but you can ingest
food or drink if you wish. Instead of sleeping, you enter an
inactive state for 4 hours each day. You do not dream in this state;
you are fully aware of your surroundings and notice approaching
enemies and events as normal.
Languages. You can speak, read, and write Common and one
other language you knew in life.