Mummy (5e Race)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete. This really needs to be fleshed out because as of right now it lacks any coherent and substantial Fluff. While it can be regarded by some as useless information it has a significant impact on how your content is used by players. Consult the 5e Race Design Guide for help.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Scales.png This page is of questionable balance. Reason: The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Adding charisma bonus to AC, so if you have an unarmored defence you can get three modifiers for your AC calculation. Overall poorly done and needs a major rework both from a mechanic and lore perspective.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Sacred Mummy[edit]

After a thousand years of wind moving the shifting sands, she awoke in the sarcophagus. Confusion, then, a sudden realization. So... the tales of the funeral rites granting immortality were true... Not what she expected.

Somehow, she still felt empty. Something... yes, something important was missing.

Physical Description[edit]

4ERfWDi.jpg
"My dear, you are marvelously well kept !"

Wrapped in bandages, in a state of decay or perfectly preserved to the point of being sexy, there are variations to these rare entities, but they all have the bandages in common for some reason...


History[edit]

Usually only the very wealthy or influential can afford such extensive death rites as the ones that might create such a being as a Sacred Mummy. Thus, influential wizards, priest, nobles, or even rulers of the past are the sort of people who end up... wrapped up.


Society[edit]

Antiquated customs are bound to be an issue for any Mummy that tries to leave its tomb to step out into the world. Such customs depend on the kingdom the Mummy comes from. Only highly civilized/cultured societies ever reach the point of such complex funeral rites as those necessary to make a Sacred Mummy.


Mummy Names[edit]

Also depends on the kingdom of origin, but here are some ideas :

Male: Nefer, Thoutmos, Ankanon, Kamehd, Sashta Female: Ankara, Akana, Teferi, Nefer, Isis

Mummy Traits[edit]

Wrapped in bandages, you walk the world alive again... or not.
Ability Score Increase. Your Wisdom, Intelligence, or Charisma score increases by 1. You may do this 3 times. As normal, you can't increase an ability score above 20 using this feature.
Age. Age varies based on the age of which the mummy was buried. But appearance is determined by the age of death which depends on the race you were when you were alive. Also determined by your state of decay or lack thereof. As long as the magic animates you, you are immortal.
Alignment. These Sacred Mummies retain the alignment of their past lives.
Size. That of your former race of when you were alive.
Speed. Your base walking speed is 30 feet. Your speed is reduced to 25 when in full sunlight.
Darkvision. 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 gray.
Sacred Wrappings. The bandages you were interred with have become part of the magic that animates you and cannot be removed by any non magical means. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Antimagic Suspectability. You are "alive" because of magic. You are incapacitated while in the area of an antimagic field. If targeted by dispel magic, you must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Undead. You are technically dead. You count as an undead creature for all spells and abilities that affect the undead. You do not need to eat or breathe, but you can ingest food and 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 other events as normal. The magic that animates you will try to replicate some elements of "life" as it can, such as destroying any food and drink you might eat to imitate digestion, or creating heat sensations in your chest to simulate emotional responses.
Poison Resilience. You have advantage on saving throws against being poisoned, you have resistance against poison damage.
Languages. Up to three languages you spoke in your past life.


Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!
system ref. documents


admin area
Terms and Conditions for Non-Human Visitors