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Name - What is Mummy named?

Mummy

 
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Notes

Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who
committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians
are created from slaves put to death specifically to serve a greater purpose. Once created, a mummy obeys the conditions and parameters laid down by the rituals that created it, driven only to punish transgressors.

Most mummies have existed far longer than even the oldest elves, though most of them have remained in their tomb for nearly the entire period. Once they awake, they cannot remember their past
life or personality, so they remain dry husks even throughout their eons of “life” if you could call it that. However, some mummies do gain some knowledge of the outside world, and even the most rudimentary knowledge from when they were first created may hold untold secrets to the
modern world. As a result, some serve as undead repositories of lost lore, and can be consulted by the descendants of those who created them. Powerful individuals sometimes intentionally
sequester mummies away for occasional consultation, and particularly talkative mummies are treasured by historians.

 
Stats

As a mummy, you have certain traits that you share with other mummies. As a mummy you gain access to powerful magic through your rotting curse and dreadful glare, though both of these magics have been weakened through the death of your master and your departure from the tomb.

Ability Score Increase When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.

Age As beings of undeath, mummies do not age or mature, and they may live for thousands of years if undisturbed.

Size Mummies are between 5 and 6 feet tall and average about 120 pounds. Your size is medium.

Speed Your base walking speed is 25 feet.

Darkvision Accustomed to the eternal darkness of an ancient tomb, you have superior vision in dark and dim conditions. 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 grey.

Dreadful Glare As an action, you can target one creature you can see within 10 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency bonus. After you use your glare, you can't use it again until you complete a short or long rest.

Rotting Fist Your hands rot those they touch. When you hit a creature with an unarmed strike, you deal necrotic damage equal to 1d6 + your Strength modifier, instead of the bludgeoning
damage normal for an unarmed attack.

Undead Your type is both humanoid and undead, meaning you are affected by any features or abilities that affect either of those types. For example, you can be targeted by hold person or turned by turn undead. The exception to this is healing: any spell, feature, or ability that restores hit points and normally has no effect on undead instead restores you for half the number of hit
points it would normally restore, rather than having no effect.
Due to your undead nature, you are immune to disease and the poisoned condition, and you have resistance to poison damage. You do not need to eat or breathe, but you can ingest food or drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state, but resting in this way is otherwise identical to sleeping. Magically induced sleep can cause you to enter this inactive state.

Languages You can speak, read, and write Common and one other language you knew in life.

 

This race was created by Sigilmancy on Notebook.ai.

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