Review Crocodile mummies

Casimir Liber

Adventurer
"Mummified crocodiles animated by ancient necromantic rituals as guardians of funerary or religious complexes." -->

"Mummified crocodiles are animated by ancient necromantic rituals as guardians of funerary or religious complexes."
 

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Cleon

Hero
"Mummified crocodiles are animated by ancient necromantic rituals as guardians of funerary or religious complexes."

Don't care for that, how about:

Mummified reptiles animated by ancient necromantic rituals as guardians of funerary or religious complexes. Like human mummies, their desiccated remains are wrapped in linen imbued with dark magic. However, crocodile mummies lack intelligence and free will, functioning as undead automata like skeletons or zombies.​
 



Cleon

Hero
First sentence still lacking a verb...? (animated is past participle here)

otherwise...yeah

It doesn't technically need one, but if it bothers you that much would this be better:

Mummified reptiles animated by ancient necromantic rituals to guard funerary or religious complexes, crocodile mummies lack intelligence and free will and are functionally undead automata resembling zombies. Like human mummies, their desiccated remains are wrapped in linen imbued with dark magic.​
 

Casimir Liber

Adventurer
Sold...ok I thought the description was the one outstanding item of that...
 

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Cleon

Hero
Crocodile Mummy
Large undead, neutral evil
Armor Class 14 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 15 ft., swim 20 ft.

STR​
DEX​
CON​
INT​
WIS​
CHA​
18 (+4)​
8 (–1)​
16 (+3)​
1 (–5)​
10 (+0)​
8 (–1)​

Saving Throws WIS +2
Skills Stealth +1
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 4 (1,100 XP) Proficiency Bonus +2

Actions

Rotting Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) piercing damage plus 10 (3d6) necrotic damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the crocodile mummy can't bite another target. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit points to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.


Description

Mummified reptiles animated by ancient necromantic rituals to guard funerary or religious complexes, crocodile mummies lack intelligence and free will and are functionally undead automata resembling zombies. Like human mummies, their desiccated remains are wrapped in linen imbued with dark magic.

(Original monster designed by Casimir Liber and Cleon on the Creature Catalog Monster Homebrews forum)
 
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Cleon

Hero
Okay, a couple of minor issues.

Firstly, the alignment seems odd. It's an undead ex-animal with Intelligence 1. It seems unlikely that it could even comprehend what "Lawful" means.

Wouldn't "Large undead, neutral evil" make more sense?

We're comparing them to Zombies in the Description and those are NE.

Secondly, what is the point of the Undead Nature special trail? All undead come with that as standard.

Thirdly, I'm not sure it needs "crocodile mummy" in Dreadful Glare it uses "mummy" "mummies" everywhere else. Still, we might as well leave it in.

Might as well do the Giant and Fasolasuchus Mummies too while I'm here.

What Description shall we use for those?
 

Cleon

Hero
Crocodile Mummy, Giant
Huge undead, neutral evil
Armor Class 16 (natural armor)
Hit Points 161 (15d12 + 75)
Speed 15 ft., swim 20 ft.

STR​
DEX​
CON​
INT​
WIS​
CHA​
24 (+7)​
7 (–2)​
20 (+5)​
1 (–5)​
10 (+0)​
13 (+1)​

Saving Throws WIS +4
Skills Stealth +5
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 10 (5,900 XP) Proficiency Bonus +4

Actions

Multiattack. The giant crocodile mummy can use its dreadful glare and makes two attacks: one with its rotting bite and one with its rotting tail.

Rotting Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 23 (3d10 + 7) piercing damage plus 14 (4d6) necrotic damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the giant crocodile mummy can't bite another target. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 14 (4d6) for every 24 hours that elapse. If the curse reduces the target's hit points to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Rotting Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 16 (2d8 + 7) piercing damage plus 14 (4d6) necrotic damage. If the target is a creature it must succeed on a DC 19 Strength saving throw or be knocked prone. In addition, the creature must succeed on a DC 17 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 14 (4d6) for every 24 hours that elapse. If the curse reduces the target's hit points to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare. The crocodile mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 13 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.


Description

This massive undead reptile normally serves as the guardian or instrument of vengeance of a funerary temple. Unlike a sapient humanoid mummy, a giant crocodile mummy is a witless zombie-like automata. Its reptilian flesh is hidden under linen wrappings that contain talismans and glyph-inscribed parchments used in the monster's creation rites.

(Original monster designed by Casimir Liber and Cleon on the Creature Catalog Monster Homebrews forum)
 
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Cleon

Hero
Fasolasuchus Mummy
Huge undead, neutral evil
Armor Class 16 (natural armor)
Hit Points 186 (16d12 + 80)
Speed 30 ft., swim 15 ft.

STR​
DEX​
CON​
INT​
WIS​
CHA​
24 (+7)​
10 (+0)​
20 (+5)​
1 (–5)​
10 (+0)​
13 (+1)​

Saving Throws WIS +4
Skills Stealth +4
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 10 (5,900 XP) Proficiency Bonus +4

Actions

Multiattack. The fasolasuchus mummy can use its dreadful glare and makes two attacks: one with its rotting bite and one with its rotting tail.

Rotting Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 23 (3d10 + 7) piercing damage plus 14 (4d6) necrotic damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the fasolasuchus mummy can't bite another target. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 14 (4d6) for every 24 hours that elapse. If the curse reduces the target's hit points to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Rotting Death Shake. If the fasolasuchus mummy has grappled a target smaller than itself with its jaws it can savagely shake its head. The grappled creature must make a DC 19 Constitution saving throw, taking 18 (2d10 + 7) piercing damage plus 18 (2d10 + 7) slashing damage and 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. In addition, the creature must succeed on a DC 17 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 14 (4d6) for every 24 hours that elapse. If the curse reduces the target's hit points to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Rotting Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 16 (2d8 + 7) piercing damage plus 14 (4d6) necrotic damage. If the target is a creature it must succeed on a DC 19 Strength saving throw or be knocked prone. In addition, the creature must succeed on a DC 17 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 14 (4d6) for every 24 hours that elapse. If the curse reduces the target's hit points to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 13 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.


Description

This massive undead crocodilian normally serves as the guardian or instrument of vengeance of a funerary temple. Unlike a sapient humanoid mummy, a fasolasuchus mummy is a witless zombie-like automata. Its reptilian flesh is hidden under linen wrappings that contain talismans and glyph-inscribed parchments used in the monster's creation rites.

(Original monster designed by Casimir Liber and Cleon on the Creature Catalog Monster Homebrews forum)
 
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Cleon

Hero
Okay, apart from the "shouldn't it be neutral evil" issue the only problem I found is the Dreadful Glare DC is too high. 8 plus +0 CHA plus +4 Proficiency is DC 12 not 15.

I'd be game for bumping up the big guys CHA to 12 (+1) for a DC 13 Glare.

That's the same Charisma as a regular Mummy.
 

Cleon

Hero
Just a question - Creatures added to D&D Beyond are accessible to everyone? i.e. so everyone can just add monsters to the system and its open to the public, like shared content.

I think a creature's viewable self-only when first created but you can make it public so everyone can share it.

Don't quote me on that though, since it's Casimir who posts these conversions there not me.
 


Casimir Liber

Adventurer
ok crocodile mummy

undead nature - is debatable wheter listed for each I guess. presumption being that each statblock be taken as standalone. sometimes they do state the obvious


Re Giant Crocodile Mummy, was thinking it should have a higher AC than normal crocodile mummy as it hs thicker hide (?) so had it at AC 16.
 
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Cleon

Hero
ok crocodile mummy

undead nature - is debatable wheter listed for each I guess. presumption being that each statblock be taken as standalone. sometimes they do state the obvious

Surely if that important then WotC would list it for every undead they publish.

Re Giant Crocodile Mummy, was thinking it should have a higher AC than normal crocodile mummy as it hs thicker hide (?) so had it at AC 16.

I'm fine with AC 16. It conserves the 2 points higher Armour Class relationship between the AC 12 Croc and AC 14 Giant Croc.

Will change the Fasolasuchus Mummy to AC 16 too.
 



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