KING
Mummy

Mummy

Undead · Crown of Wrath

T2d6Minor

Bandage-wrapped curses, mummies rot flesh, lairs trapped.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 11  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1111 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind8--
Sense18--
Heart14--
Cunning14--
Fate16--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Undead Nature

Immune to poison, disease, charm, and fear. Fights to the death instead of fleeing. Vulnerable to fire damage.

Passive

Regeneration

Regains 1 Vigor at the start of its turn unless it took fire damage since its last turn.

Maneuvers

Maneuver

Mummy Rot

A creature struck by its rotting fist must make a Body save (DC 13) or be cursed with mummy rot: while cursed it regains no Vigor or Vitality, and no wound can be removed from it, until the curse is lifted.

Maneuver

Dreadful Glare

Fixes one creature within 60 ft with its dead eyes. Heart save (DC 13) or frightened (save ends).

Tactics

GM tactics

Guards tombs eternally. Uses Dreadful Glare on the most threatening enemy first. Attacks with its rotting fist to spread the curse. Prioritizes killing cursed targets to create more mummies. Fears fire above all else.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.