CREATURE 6
Perception +16; darkvision
Languages Necril, plus any one ancient language
Skills Athletics +15, Stealth +11
Str +4 Dex +0 Con +2 Int -2 Wis +4 Cha +2
AC 23; Fort +14, Ref +10, Will +16
HP 110, negative healing; Immunities poison, death effects, disease, paralyzed, unconscious; Weaknesses fire 5
Despair (aura, divine, emotion, enchantment, fear, incapacitation, mental) 30 feet. Living creatures are frightened 1 while in a mummy guardian's despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 22 Will save (after taking the penalty from being frightened) or be paralyzed for 1 round. The creature is then temporarily immune for 24 hours.
Speed 20 feet
Melee fist +16, Damage 2d6+7 bludgeoning plus mummy rot
Mummy Rot (curse, disease, divine, necromancy, negative) This disease and any damage from it can't be healed until this curse is removed. A creature killed by mummy rot turns to dust and can't be resurrected except by a 7th-level resurrect ritual or similar magic. Saving Throw DC 22 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 4d6 negative damage and stupefied 1 (1 day)
Open Mummy Guardian in the interactive creatures list or browse all creatures starting with M.