Mummy (5e Race)
From D&D Wiki
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.
|"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...
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.
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.
Also depends on the kingdom of origin, but here are some ideas :
Male: Nefer, Thoutmos, Ankanon, Kamehd, Sashta Female: Ankara, Akana, Teferi, Nefer, Isis
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.