"Dread mummy" is an acquired template that can be added to any living corporeal creature (referred to hereafter as the base creature). A dread mummy uses all the base creature's statistics and special abilities except as noted here.
CR: Same as the base creature +3.
Alignment: Any evil.
Size and Type: The creature's type changes to undead with the appropriate augmented subtype. Do not recalculate base attack bonuses, saves, or skill points. Size is unchanged.
Senses: A dread mummy gains darkvision 60 ft.
Armor Class: The dread mummy's natural armor bonus improves by +8 over that of the base creature.
Hit Dice: Change all current and future racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged.As undead, dread mummies use their Charisma modifiers to determine bonus hit points (instead of Constitution).
Defensive Abilities: A dread mummy gains the following defensive abilities:
A dread mummy has damage reduction 5/-.
A dread mummy has cold resistance 10.
Dread mummies take only half damage from melee and ranged weapons, natural weapons, and falls. Apply this reduction before applying damage reduction.
A dread mummy has channel resistance +4.
Weaknesses A dread mummy has the following special weaknesses:
A dread mummy has fire vulnerability causing it to take double damage from fire unless a successful save allows it to take half damage. On a successful save it takes half damage, and on a failed save it takes double damage.
Melee Attacks: The dread mummy retains all the base creature's attacks, and its weapon and armor proficiencies. These attacks retain the same primary or secondary status they had for the base creature. The dread mummy gains a primary slam attack if it has no other natural attacks.
Damage: If the dread mummy gained a slam attack from the application of this template, the base damage is as given on Table: Slam Attack Damage:
|Size||Slam Base Damage|
Special Attacks: The dread mummy retains all the base creature special attacks and gains those described here.
Once every 1d4 rounds, a dread mummy can breathe a 30-ft. cone of tomb gas, sand, and dust. Each living creature in the area must succeed on a Fortitude save (DC 10 + 1/2 dread mummy's HD + dread mummy's Charisma modifier) or gain 1d4 negative levels. A creature killed by a dread mummy's breath of death ability rises as a dread zombie in 1d4 rounds. A dread zombie created in this manner is under the command of its creator and remains so until either it or the creator is destroyed.
As a free action, a dread mummy can automatically command all normal undead within 30 ft., except those with more character levels or higher Charisma scores than the dread mummy. Such undead never attack a dread mummy unless compelled.
Any creature killed by a dread mummy’s mummy rot ability turns to dust and blows away on the wind. If the dread mummy that infected the creature with the disease is not destroyed within 1 week, the dust reforms next to it as a new dread mummy. A dread mummy created in this manner is under the command of its creator and remains so until either it or the creator is destroyed.
Any creature within 100 ft. of a dread mummy that meets its gaze must succeed on a Fortitude save (DC 10 + 1/2 dread mummy's HD + dread mummy's Charisma modifier) or be paralyzed for 1d4 rounds. This is a mind-affecting fear effect.
As the affliction mummy rot. A creature killed by a dread mummy's mummy rot turns to dust and blows away on the first gust of air unless both remove disease and raise dead are cast on the remains within 6 rounds.
Abilities: Change from the base creature as follows: Str + 14, Dex +4, Int +2, Wis +4, Cha +4. As an undead creature, a dread mummy has no Constitution score.
Organization: solitary, pair, or gang (3-4).