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<blockquote data-quote="Echohawk" data-source="post: 3889656" data-attributes="member: 9849"><p>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. </p><p></p><p>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.</p><p>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.</p><p>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.</p><p></p><p>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).</p><p>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.</p><p>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.)</p><p></p><p>---</p><p></p><p>A tymphanix, native to the elemental plane of earth, is kept here by the ettins [...] as a watchdog and an early-warning device.</p><p></p><p>"[...]Between you and the exit is a short creature that looks like a cross between a stone scorpion and a kettle drum. The gray creature clicks its pincers at you and drums its club-like tail against its top carapice, beating a warning."</p><p></p><p>Tymphanix: 1; AL N; IN Low; SZ L; MV 6"; AC 5; STs 13, STw 12; HD 7; hp 35; THAC0 13; #AT 2 pincers/1 club; Dmg 1d8/1d8/2d6; XPV 630.</p><p>Special Defenses: Immune to normal weapons; takes half damage (save for quarter) from fire, cold, and lightning attacks.</p><p>Notes: Drums on its hollow carapace to warn off strangers from its lair.</p><p></p><p></p><p></p><p>(All from "Ravager, Part 2: Lord of Dust and Death" by Jeff Grubb; Polyhedron Newszine Issue 31.)</p></blockquote><p></p>
[QUOTE="Echohawk, post: 3889656, member: 9849"] 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.) --- A tymphanix, native to the elemental plane of earth, is kept here by the ettins [...] as a watchdog and an early-warning device. "[...]Between you and the exit is a short creature that looks like a cross between a stone scorpion and a kettle drum. The gray creature clicks its pincers at you and drums its club-like tail against its top carapice, beating a warning." Tymphanix: 1; AL N; IN Low; SZ L; MV 6"; AC 5; STs 13, STw 12; HD 7; hp 35; THAC0 13; #AT 2 pincers/1 club; Dmg 1d8/1d8/2d6; XPV 630. Special Defenses: Immune to normal weapons; takes half damage (save for quarter) from fire, cold, and lightning attacks. Notes: Drums on its hollow carapace to warn off strangers from its lair. (All from "Ravager, Part 2: Lord of Dust and Death" by Jeff Grubb; Polyhedron Newszine Issue 31.) [/QUOTE]
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