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Imhotep (March Move Monster Mayhem)

Shade

Monster Junkie
Here is the titular character from The Mummy and The Mummy Returns. Comments are appreciated.

Imhotep, Unique Mummy
Medium Undead
Hit Dice: 20d12+100 (230 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 35 (+2 Dex, +10 natural, +5 deflection, +8 bracers of armor +8), touch 17, flat-footed 33
Base Attack/Grapple: +10/+22
Attack: Slam +18 melee (1d8+12/19-20)
Full Attack: 2 slams +18 melee (1d8+12/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Despair, mummy rot, rebuke undead 8/day (+7, 2d6+25, 20th), spell-like abilities, summon mummies, swarm breath, thief of flesh
Special Qualities: Aversion to cats, damage reduction 10/-, darkvision 60 ft., fast healing 10, resistance to fire 20, spell resistance 30, +4 turn resistance, undead traits, unholy grace, unholy toughness, vulnerability to fire
Saves: Fort +11, Ref +15, Will +22
Abilities: Str 26, Dex 15, Con -, Int 20, Wis 20, Cha 20
Skills: Bluff +28, Concentration +23, Diplomacy +9, Disguise +28 (+30 acting), Intimidate +16, Knowledge (arcana) +25, Knowledge (history) +25, Knowledge (religion) +25, Listen +28, Move Silently +25, Sense Motive +28
Feats: Improved Critical (slam), Improved Grapple, Improved Initiative, Improved Natural Attack (slam), Improved Unarmed Strike, Lightning Reflexes, Power Attack
Environment: Warm deserts
Organization: Solitary
Challenge Rating: 20
Treasure: Standard plus possessions noted below
Alignment: Always neutral evil
Advancement: By character class
Level Adjustment: -

This creature looks like a withered and dessicated corpse, with features hidden beneath centuries-old funeral wrappings. It leaps to its feet with surprising agility, and unhinges its jaw to an impossible length.

Imhotep was once a high priest of Osiris. He fell in love with the pharoah's mistress, Anck-su-namun, and was caught making love to her. Anck-su-namun then killed the pharoah, before killing herself. Desperate to revive her, Imhotep read from the forbidden Book of the Dead. Unfortunately, he was interrupted and captured, and Anck-su-namun fell dead once more. For his blasphemy, Imhotep was horribly cursed to live forever. He was then trapped in a sarcophogas and cast into a pit of detritus where he lay for centuries until a group of archeologists accidentally freed him.

Imhotep stands 6 1/2 feet tall and weigh about 180 pounds.

Imhotep speaks Common and any languages he has stolen with his thief of flesh ability. He also speaks any ancient dialects of the desert region in which he is found.

Combat

Imhotep generally opens a battle by either summoning reinforcements (with his swarm breath or summon mummies abilities) or using his spell-like abilities. He then attempts to steal the most desirable body parts from his opponents. If things turn against him, he uses his swarm form to escape.

Despair (Su): At the mere sight of Imhotep, the viewer must succeed on a DC 25 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by Imhotep's despair ability for 24 hours. The save DC is Charisma-based.

Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 25, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.

Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.

An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

Rebuke undead (Su): Imhotep can rebuke or command undead as a 20th-level cleric.

Spell-Like Abilities: At will--gust of wind (DC 17), knock; 3/day--control water (DC 21), control winds (DC 20), wall of sand (see Player's Guide to Faerun); 1/day--animate objects, control weather. Caster level 20th. The save DCs are Charisma-based.

Swarm Breath (Su): Once every 1d4 rounds, Imhotep can unhinge his jaws and spew forth dangerous swarms of insects. He can use this breath weapon to create six swarms of flies (all of which must be created so that each swarm is adjacent to at least one other swarm, and at least one square must be adjacent to Imhotep). He may create these swarms so that they share the area of other creatures. The insects attack any creatures occupying the squares, and can pursue creatures that flee. If Imhotep so chooses, he may instead create a single swarm of scarab beetles with his breath weapon. Imhotep can create as many fly swarms as he wishes in a day, but may only create one scarab beetle swarm per day. Swarms created by his breath persist for 1 hour before dying.

Fly Swarm: hp 9; Treat as a spider swarm, with the following exceptions: Spd 10 ft. (2 squares), fly 40 ft. (perfect); no poison or tremorsense; Skills Listen +4, Spot +4.

Scarab Beetle Swarm: hp 127; Fiend Folio page 171.

Thief of Flesh (Su): Imhotep can steal the flesh or other body parts from a grappled creature and incororate it into his own form. The victim must succeed on a 25 Fortitude save or lose the body part of Imhotep's choice. The save DC is Charisma-based. The effects on the victim depend and the benefits imparted on Imhotep depend upon the parts stolen, as follows.

Eyes: The victim is permanently blinded, its eyeballs removed from its sockets. Imhotep gains the visual abilities (darkvision, low-light vision) of the victim, if better than his own.

Tongue: The victim is permanently muted, its tongue removed from its mouth. The victim cannot use verbal communication, spells or abilities requiring verbal components, or any other ability requiring speech. Imhotep gains the languages of the victim.

Skin: Imhotep steals portions of the victim's skin, absorbing it directly into himself, dealing 1d4 points of Charisma damage. Imhotep gains a +2 bonus on Disguise checks per 3 points of Charisma damage dealt, up to a maximum of +10 (which gives him a complete set of skin).

With the exception of skin, Imhotep cannot steal the same body part if he already possesses it. When first encountered, Imhotep usually lacks the above parts.

Summon Mummies (Sp): Once per day, Imhotep can automatically summon 3d4 pygmy mummies*, 1d4 mummies, or 1d2 mummy lords. This ability is the equivalent of a 9th-level spell.

*Use stats for "little things" found here.

Aversion to Cats (Ex): According to the ancients, cats are the guardians at the gates of the underworld. Imhotep must stay at least 30 feet from any cat or other feline creature, alive or dead; if already within 30 feet, he moves away. If Imhotep is unable to move away, or is attacked by cats or other feline creatures, he is overcome with revulsion. This revulsion reduces Imhotep's Dexterity score by 4 points until the he is no longer within 30 feet of a cat or other feline creature. This ability is otherwise similar to antipathy as the spell (caster level 20th).

Swarm Form (Su): Imhotep is able to turn into a swarm of flies, beetles, or sand. See the swarm-shifter template in Libris Mortis for more details.

Unholy Grace (Su): Imhotep adds his Charisma modifier as a bonus on all his saving throws and as a deflection bonus to his Armor Class. (The statistics block already reflects these bonuses).

Unholy Toughness (Ex): Imhotep gains a bonus to his hit points equal to his Charisma modifier x his Hit Dice.

Possessions: Bracers of armor +8, major ring of energy resistance (fire).

Using Imhotep in a Real-World Egyptian Setting

The version of Imhotep presented above is designed to fit in with a standard D&D campaign and keep him on par with other creatures of his CR. If you are playing in a setting more like real-world Egypt (such as in D20 Modern), make the following changes:

-Imhotep speaks Ancient Egyptian, Ancient Hebrew, Ancient Greek, Hittite, Nubian, and Assyrian.

-Eliminate the bracers of armor from his possessions, reducing his Armor Class to 27.

-Imhotep does not gain the victim's languages when using his thief of flesh ability to steal its tongue.

-You may want to apply the aversion to cats special quality to other undead in such a campaign.
 
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Very cool. I might suggest that you include more details on the swarm-shifter template. I mean, I have Libris Mortis, but not everyone who wants to use Imhotep might.

Still, good job.
Demiurge out.
 

I thought about that, but I'd have to reprint most of the template and get into ugly copyright areas.

If I get a chance, I'll try to write-up an alternate ability for those without Libris Mortis.
 

Excellent! I'm a big fan of these movies and have a coupe of quiblbles/questions:

1) I don't believe Imhotep ever speaks a modern language in the movies. He always speaks languages he knew in life. Am I mistaken?

2) Why did you make his AC so high? O'connel shoots him with a shotgun almost immediately on seeing him. Of course, he's not really impressed (Damage reduction/fast healing as you have listed) but he doesn't seem especially hard to hit.

Nice work.
 

Thanks JimAde! To answer your questions:

1.) I tried to think of a benefit for stealing a tongue. Would you prefer I just have it grant him the ability to speak the languages he knows? I wouldn't mind making this modification to keep him truer to the spirit of the films.

2.) I gave him a high AC to try to keep him in-line with other creatures of his CR. He has the standard mummy natural armor bonus (+10), and I thought the unholy grace ability from the MM3 would help him out. If you want to lower his AC easily, I'd recommend removing the bracers of armor +8.
 



Shade said:
Thanks JimAde! To answer your questions:

1.) I tried to think of a benefit for stealing a tongue. Would you prefer I just have it grant him the ability to speak the languages he knows? I wouldn't mind making this modification to keep him truer to the spirit of the films.

Honestly I just thought I had missed something in the movies. I actually liked the fact that he had to find people to translate. It gave Bennie a good reason to exist in the story and left O'Connel in the dark all the time (as he should be). :)

Shade said:
2.) I gave him a high AC to try to keep him in-line with other creatures of his CR. He has the standard mummy natural armor bonus (+10), and I thought the unholy grace ability from the MM3 would help him out. If you want to lower his AC easily, I'd recommend removing the bracers of armor +8.

Makes sense. If you want him to be CR 20 he has to be tough. Most PC groups will be better prepared than the people in the movies. :D

I'm starting to get an urge to run a 1930s one-shot...
 

JimAde said:
Honestly I just thought I had missed something in the movies. I actually liked the fact that he had to find people to translate. It gave Bennie a good reason to exist in the story and left O'Connel in the dark all the time (as he should be). :)

I think I'll make the change to keep it truer to the spirit of the movies.

(Edit: Actually, Imhotep could speak before stealing the tongue, so I'll need to come up with a different benefit.)

JimAde said:
Makes sense. If you want him to be CR 20 he has to be tough. Most PC groups will be better prepared than the people in the movies. :D

I'm starting to get an urge to run a 1930s one-shot...

Cool! There's a wealth of Egypt-themed material out there. Gygax's Necropolis seems pretty expansive.
 
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Hmmm...I'm not real comfortable with giving him Common. In the movies, he needed an interpreter. Any suggestions?
 

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