Composite mummies resemble normal mummies, except that they have the heads of crocodiles, hippos or jackals. There are two of each type. They are unarmed save for the jackal-mummies, who carry black iron ankhs.
Composite Mummies (Crocodile): 2; AL LE; IN Low; SZ M; MV 6"; AC 3; STw 12, STs 13; HD 6+3; hp 24 each; THAC0 13; #AT 2 hands/1 bite; Dmg 1d12/1d12/2d4; XPV 1342 each.
Composite Mummies (Jackal): 2; AL LE; IN Low; SZ M; MV 6"; AC 3; STw 12, STs 13; HD 6+3; hp 21 each; THAC0 13; #AT 1 bite/1 ankh; Dmg 1d6/1d8; XPV 1318 each.
Composite Mummies (Hippo): 2; AL LE; IN Low; SZ M; MV 6"; AC 3; STw 12, STs 13; HD 6+3; hp 29 each; THAC0 13; Dmg 1d12/1d12/2d6; XPV 1382 each.
Special Attacks (All): Disease per touch (fatal in 1d6 months unless cure disease is applied; permanent loss of 2 charisma points for each month disease progresses; negates cure wound spells until cured; victim heals at 10% of normal rate); any creature seeing a mummy must save vs. spel1s or be paralyzed with fear for 1d4 rounds (+2 bonus to saving throw for humans; +1 bonus to all saves for each opponent over 6/mummy).
Special Defenses (All): +1 or better weapon to hit; immune to sleep, charm, hold, cold, poison, and paralysis; takes 1/2 damage from all magical weapons.
Notes (All): Magical fire does extra damage (+ 1/die); torch inflicts 1d3 points; holy water inflicts 1 d8 points per vial; burning oil inflicts 1d8 points per vial on the first round, and 2d8 points the second; anyone slain by mummy is permanently dead unless cure disease and raise dead are used within 6 turns; raise dead kills composite mummy unless a save vs. spells is successful. (It cannot exist in its semi-human form alive.)
Originally appeared in Polyhedron #31 (1986).