[3.5E] New Revision Spotlight - Mummy and Mummy Lord

Re: Dang

Technik4 said:
I like that it lists where the monster's power comes from (CHA), but I don't understand the feat selection. Great Fortitude? Don't undead automatically resist most fort-related saves?

Undead are immune to effects that require Fort saves UNLESS that spell also affects objects. Basically, it means that the mummy is also more resistant to disintegrate.

Cheers!
 
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Just like the Pit Fiend - no CR.

Has there been any suggestion they're scrapping the CR system?

And what's with the Level Adjustment: -- ? No Mummy Lord PCs?

-Hyp.
 

It just seems like a moot point. Why not cast Spell Immunity: Disintegrate? Feats are in short supply for monsters and characters, and I guess I'll never understand an undead monster taking Great Fortitude.

Technik
 

Maybe they think it's on par with an 8th level character? It could be - it's not that great compared to a Ftr8 or Wiz8

Cheers!
 

SS says that undead generally don't make good PC's for the reason that they're largely falling apart, unhealable, and unpleasant to be around. So they tend to discourage them (a few undead monster classes, but no undead LA's).

SS also discourages animals, vermin, and oozes, so don't expect to see LA's for any of them either.

It's a step up from the original MM, but it ain't perfect yet. :)
 


Technik4 said:
It just seems like a moot point. Why not cast Spell Immunity: Disintegrate? Feats are in short supply for monsters and characters, and I guess I'll never understand an undead monster taking Great Fortitude.

What's reallly to understand? Undead have no Con score, and Will is their only good saving throw. They have bad Fort. saves, and contrary to what a lot of folks think, they do not automatically ignore any effect that requires a Fort. save. Obviously, Spell Immunity would only help against the spells that it makes itself immune to. Great Foritude helps all its Fort saves, and thus helps mitigate that particular "glass jaw".

Kamikaze Midget said:
SS says that undead generally don't make good PC's for the reason that they're largely falling apart, unhealable, and unpleasant to be around. So they tend to discourage them (a few undead monster classes, but no undead LA's).

Well, they may discourage it, but they do provide a mummy as an example of a racial class, and as a template, so I can see where people would take issue if these options are regarded as unavailable in the MM.
 
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I like the idea of the Mummy Rot requiring a level check to overcome. Hope to see more of that. It is very vexing that the overwhelming majority of negative conditions that a character can be afflicted with can be wiped away instantly by any cleric who happens to have the right spell handy. That goes a long way towards making the special abilities of many monsters very underwhelming.

Also, noticed that the revised mummy is both fire-resistant and fire-vulnerable. Might be like this now, but doesn't make much sense. Intuitively, Resistance and vulnerability should be mutually exclusive attributes.

Another troublesome aspect is that the monster's Organization still just lists a damned number range (2-4/6-10). You'd think by now it would've occurred to the boys at D&D to just tell us what dice to roll, rather than give us a little algebra problem to stop and figure out. For the mummy, it's simple to figure out, but not so for some other monsters. For instance, I was looking at the Ulgurstasta in the Fiend Folio today. It's accompanied by "12-32 skeletons". Maybe it's just my math skills that are lacking; is it supposed to be immediately obvious what the dice arrangement there is?
 
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