Common Mummy

Mummy, Common
Level 8 (+4)
"Come on Rathgar, get its hands off her! I thought you were the strongest in your tribe?! Now you’re going to be bested by a literal walking corpse?!"
——Halfling Rogue, attempting to inspire his ally into overcoming a Mummy
A Mummy is the animated remains of a humanoid that had gone through mummification, a process designed to preserve the body through years of decay. This process also involved magical rituals that allowed the being to revive as an undead monster to seek vengeance upon grave robbers. A Mummy retains a dim recollection of its former life, but has been tainted by an evil will, is obsessed with throttling interlopers, and will pursue them to the limits of its magic where possible. A Mummy’s corpse is typically covered in rotten bandages from head to toe; ones that were wealthy in life also bedecked in finery, having chosen to be buried with their riches.
Awareness
20
Senses
Darkvision, Lifesense
Proximity
+5P vs Will
Despair  [Supernatural, Mind-Affecting, Fear] • Advanced • Pot 1d8+5, MR No
Range 30ft
The very presence of the Mummy causes despair in all those who gaze upon it. All creatures within the Aura (30ft) are subject to attack. On a hit, the target suffers Dread [SE, ST 4d10 vs CHA].
Special: Auras from multiple mummy's do not stack. If multiple Mummy despair Auras would affect a target, the worst of the Auras (if applicable) takes precedence.
Initiative
12/1d10
Hitpoints: 99
Healing Value: 19
Resilience: +2
Morale
2
AC
17/20
Touch
16
Fort
19
Reflex
16
Will
17
Defenses
Vulnerabilities: Fire (1.5x)
Attributes / Saving Throws (1 AP)
STR
22 / 25
DEX
11 / 14
CON
10 / 13
INT
6 / 7
WIS
15 / 16
CHA
15 / 16
REC 9
Actions (+3 AP)
Standard Attacks (2 AP)
+11 vs AC (ArN 3)
Crushing Hand
2d10 + 10 (avg 21) Bludgeoning damage
Melee Reach 5ft • One creature
The Mummy drops a thick, heavy limb down hard upon its enemy, attempting to crush them. On a hit, make an Opposed Grapple Check (+9 vs Grapple). If the Mummy succeeds, the target is Grabbed.
2d10 + 20 (avg 31) Bludgeoning damage
Grapple +9
Special Attacks (3 AP)
+11 vs AC (ArN 3)
Crush  [Grapple] • Advanced
4d10 + 26 (avg 48) Bludgeoning damage
Melee Reach 5ft • One creature Grabbed by the Mummy.
The Mummy smashes into its victim with a crushing blow.
+11 vs AC (ArN 3)
Wrathful Strangling  • Advanced
3d10 + 10 (avg 27) Bludgeoning damage
Melee Reach 5ft • One creature
The Mummy Slams its hands on to the body of a victim, and attempts to throttle them. On a hit, make an Opposed Grapple Check (+9 vs Grapple). On a success, the target is Suffocating until it escapes from the grab.
Grapple (+9) vs Grapple
Snap [1/rest]  • Advanced
4d10 + 26 (avg 48) Bludgeoning damage
Melee Reach 5ft • One grabbed creature
The Mummy crushes the body of its victim. They must make a Resilience check or suffer a Bludgeoning Injury.
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
25 ft
Sprint
50 ft
Overland Movement
20 mi/day
Qualities
  • Mummy's Curse: Any creature that loots valuables from the tomb of the Mummy is automatically afflicted with the Curse of Rot (Intensity 1d6+10) when they leave the tomb. Additionally, the Mummy can sense the location of an afflicted individual at any time (Free Action). The curse can only be removed with the destruction of the Mummy.
  • Vulnerability: The creature is Vulnerable to Fire damage (5). (inc)
  • Undead Immunities: Immune to Bleed and Necrotic damage. Immune to Blood Loss, Death, Disease, Energy Damage, Fatigue, Poisons & Toxins, and the following conditions: Exhausted, Nauseated, Pain, Sickened, Sleep, and Tired.
  • Lifesense: Lifesense allows a creature to detect the life force of all living creatures around them. Additionally, it grants these creatures a +5 Racial bonus to Spot and Awareness against living creatures (inc).
  • Natural Armor: AC +1/+4 (inc)
Skills: Climb R2 (+7), Jump R2 (+7), Stealth R5 (+9), Listen R4 (+8), Spot R4 (+10), Investigate R3 (+6), Coercion R3 (+10), Deception R1 (+2), Aloofness R3 (+6), Bravery R3 (+7), Intuition R2 (+4)
Feats: Heavy Hitter, Heavy Hitter, Tough
Philosophies: Rank 1 Mental, Rank 3 Physical, Rank 5 Undeath
Combat Training: Melee 2, Ranged 2, Parry 2, Fort 2, Reflex 2, Will 2
Wits: +2, Brawn: +9
Equipment: None
Charm
0
Coercion
+10
Deception
+2
Manipulation
0
Persuasion
0
Aloofness
+6
Bravery
+7
Intuition
+4
Tolerance
+2
Suspicion
0
Social
Composure: 19
Languages: Common
Motives: Reclaim treasure, slay intruders
Prejudices: