Mummy Race
Mummy Race
R
However, once their master is gone or the Each mummy has five organs tied to the curse that
curse is broken, the mummy occasionally binds them in undeath. During the embalming process,
does not follow and instead regains the brain, lungs, liver, stomach, and intestines are
consciousness. placed in a separate ceremonial jar. Strangely,
A rare sight in Erenel, the mummy, is embalmers leave the heart in the body as the Ahn’Kalin
forced to remain trapped in decomposing believe a creature should never be without its heart,
flesh. As the mummy endures in undeath, they are even in death. As Ahn’ Kalin are the first known species
actively shunned by most, cursed with an eternity to find to embalm at the guidance of the Djinn Davata, this
and fulfill a purpose. To peacefully allow their soul to detail remains in place.
leave for a chance at an afterlife, the mummy must find For a mummy to stand before Bedoma’s judgment in
what remains of their organs, removing the curse which the afterlife, the curse must be lifted from each of the
haunts each individual jar. If the mummy falters before five jars. The curse is administered to the jars during
doing so, they will forever shamble across the mortal the mummies’ resurrection. Some curses are easily
plane in a zombie-like stupor until the curse is lifted by disposed of by smashing the ceremonial jar; others
another. require tethering magic to cut the bindings to the mortal
When a mummy is given the opportunity to prove plane. It is common for the embalmer to keep all five
themselves, adventuring groups and other open-minded jars in separate locations to punish and bind the
individuals will journey along with them. Others may mummy to their service.
find their “experience” captivating and seek mummies Naming Traditions
for study, consultation, or worse… During creation, a mummy is not named and retains
Anatomy only slight recollections of their previous life. Their
Mummies are partially rotten corpses that have been memories are entirely random yet vague, a consequence
through an embalming process. This process includes of the dark rituals that return their soul from its eternal
the removal of organs, which are placed into ceremony rest.
jars, and the corpse being treated with preserving oils, Because of this, a mummy often names itself or relies
herbs, and linen wrappings. Unlike other burial rituals, on being called by someone it has met. A mummy might
the linens which wrap around the mummy are inscribed choose to give itself a real name based on the region or
with necromantic sigils. search for clues on a previous life to reclaim its
Depending on when the embalming process occurred, forgotten name.
a mummy may have varying decomposition levels and Created by Gamingbrew
even a rotten smell. This has led many mummies to Visit the Content Vault for more 5E content!
cover themselves in clothing, masks, and various floral- http://bit.ly/GBVault
smelling perfumes or oils in an attempt to fit in or to feel
like their previous selves.
Mummy Traits
Your Mummy character has a variety of natural abilities
common with your ancestry. You will also pick one of
the available sub races below.
Ability Score Increase: Constitution +2
Size: Medium
Speed: 25 feet
Languages: You can speak, read, and write Common
and one language of your choice.
Accursed
Most commonfolk attempt to avoid you out of fear. You
have disadvantage on Charisma (Persuasion) checks.
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 cannot discern color in darkness, only shades of
gray.
Timeless Undeath
You were raised from undeath, a fact represented by the
following benefits and curses.
Any spell, feature, or ability that restores hit points
and normally has no effect on undead instead
restores only half the number of hit points (rounded
up).
You don’t need to eat, drink, or breathe
You have advantage on death saving throws
You are immune to disease and the poisoned
condition, and you have resistance to poison
damage.
You don’t need to sleep. Instead, you enter an
inactive state for 4 hours a day. After resting in this
way, you gain the same benefit that other races do
from 8 hours of sleep.
Subraces
Choose one of the subraces presented below.
Pharaoh
Ability Score Increase: Intelligence +1
Lord of the Sands
You know the blade ward cantrip. When you reach 3rd
level, you can cast the bane spell as a 2nd-level spell;
you must finish a long rest in order to cast the spell
again using this trait.
Once you reach 5th level, you can cast the Wall of
Sand spell; you must finish a long rest in order to cast
the spell again using this trait. Intelligence is your
spellcasting ability for these spells.
Living Wrappings
You have more control of the linen wrappings that
encase your body. You have two wrappings that function
similar to your arms. These two wrappings have a reach
of 10 feet and allow you to do the following.
Gain a climbing speed equal to your walking speed
while both wrappings are not in use.
Interact with an item (open a door, carry a potion,
etc)
Perform the somatic components of a spell
Royal Embalmer
Your hit point maximum increases by 1, and it increases
by 1 every time you gain a level. Additionally, your blade
ward cantrip can be cast as a bonus action a number of
times per day equal to your proficiency bonus. You
regain all expended uses when you finish a long rest.
Shambler
Ability Score Increase: Strength +1
Necrotic Wrappings
When you take necrotic damage, you can use your
reaction to gain immunity to necrotic damage until the
end of your next turn and temporary hit points equal to
your proficiency bonus. Once you use Necrotic
Wrappings, you can’t use it again until you finish a long
rest.
Rotting Fist
Your rotting fists are natural weapons, which you can
use to make unarmed strikes. If you hit with them, you
deal necrotic damage equal to 1d4 + your strength
modifier, instead of the bludgeoning damage normal for
an unarmed strike.
Undead Fortitude
If damage reduces you to 0 hit points, you must make a
Constitution saving throw with a DC of 5 + the damage
taken, unless the damage is radiant or from a critical
hit. On a success, you drop to 1 hit point instead. You
can attempt to use Undead Fortitude a number of times
per day equal to your Constitution modifier, regaining
all attempts after finishing a long rest.