Anyone noticed how TOUGH mummies have become?

Plane Sailing

Astral Admin - Mwahahaha!
So in the adventure I'm running I decided to put some mummies in. five mummies against a party which averaged about 10th level.

The thing is, mummies have been *significantly* upgraded in 3.5. Admittedly the books uprate their CR from 3 to 5 but the two big things are

Damage resistance 5/- which makes them *much* harder to take down

and the real killer

Mummy Rot... the time period for the disease/curse to take effect is a mere 1 minute!.

Three of the party managed to fail a DC16 Fort ST and contract mummy rot, and immediately started seeing their CON and CHA drop by 1d6. They were a little concerned. When the next check was needed just 60 seconds later suddenly they were faced with panic... they couldn't stop it unless they got remove curse first, the one remove curse scroll they had was used up earlier on to negate a "bestow curse"... and there is no way they are going to make the 5 miles back to the nearest civilisation (hunting lodge) or 20 miles back to the nearest town before they fail a couple of saves and collapse into dust and sand!

The 10th level wizard doesn't know teleport yet, and it looked as though three out of the six party members were going to die as a result of the encounter!

So be warned... mummies are now *much* more lethal foes. If you haven't got break enchantment or remove curse handy, contracting mummy rot is a death sentence within a matter of minutes.

Cheers
 

log in or register to remove this ad

Remember that while the incubation time determines how long it is before they have to make their first save against the disease, it does not determine the preiod of time in between saves. After the first save, they must make a further save only once per day.
 

{Looks embarrassed}

Hey, right, those were *super mummies* with *extra-virulent* mummy rot. Yeah, that's right.

(hope none of my players read this thread. I wonder if I can report it and get a moderator to delete it or banish it to the forum of outer darkness where it will never be read?)

Now you mention it, it is obvious that the incubation time isn't the repeat time.

Ah well.
 


Just want to comment on how much I like the new Mummy Rot. I started playing during the laste years of 2nd Edition and I remember how much of a bitch Mummy Rot was back then. I was fairly unimpressed with 3.0 Mummy Rot, but I'm glad that it super sucks to contract it now.

And yes, 3.5 mummies are mean buggers, even without the 'extra virulent' Mummy Rot. ;)
 

I actually like the extra-virulent mummy rot thing. Add 1 or 2 to their CRs and I think you've got a new varient creature, PS.

But I like the upgraded mummy. Mummies are supposed to stick out as a bastion of undeadliness, and 3.5 does a good job with that.

Demoiurge out.
 

Also note their new alignment: usually lawful evil instead of always. We've got the potential for non-evil undead in the core rules!
 

Plane Sailing said:
(hope none of my players read this thread. I wonder if I can report it and get a moderator to delete it or banish it to the forum of outer darkness where it will never be read?)

maddman75 said:
Gamers seeking gamers?

Oh, gosh... Don't do that. It'll make it too easy for them to start looking for another game to play! :p

(Just kidding, PS. ;) )
 

The only real weakness of the 3.5e mummy is its speed. It's not a fast monster. So, slap on the Shadow template from MotP (ignoring the type change to Magical Beast, 'cause Undead trumps Magical Beast), and give it a breastplate... and four friends...

My 5th-level party was quite satisfied when they killed those guys. :)

-- N
 

That's strange, I've found that 3.0 mummies were tougher than 3.5, except when comparing HD (5 vs. 8)

In 3.5 Mummies get DR 5/-

In 3.0 Mummies had DR 10/+1 AND take half damage from all physical attacks.

So that 30 damage you just did with that +5 Greatsword? It's only 15 damage, sucka!
 
Last edited:

Remove ads

Top