Mummy, Grand
CLIMATE/TERRAIN: Ancient Desert Land/Nomadic
FREQUENCY: Unique
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Nil (Omnivore)
INTELLIGENCE: Genius (17-20)
TREASURE: V (Ax2)
ALIGNMENT: Any (90% good)
NO. APPEARING: 1
ARMOUR CLASS: 2
MOVEMENT: 12
HIT DICE: 9+3
THAC0: 11
NO. OF ATTACKS: 2 or 1
DAMAGE/ATTACK: 2d6/2d6
SPECIAL ATTACKS: See Below
SPECIAL DEFENCES: See Below
MAGIC RESISTANCE: Nil
SIZE: M (6’ tall)
MORALE: Champion (15)
XP VALUE: 11,000
Unlike regular and greater mummies, the grand mummy is not undead. Rather, they have gained true immortality in reward for their actions, living in strong and healthy bodies for centuries or even millennia getting life energy from the sun. A few weeks without the sun, they lose their vitality and become desiccated and lifeless corpses with time. They are superhumanly strong, usually incredibly handsome or beautiful, and have intelligent minds that have been known to pick up spoken and written languages in a matter of a few days.
Combat: The image of an regal, ancient hero is often so daunting that all enemies within a 5 foot radius of the grand mummy must save vs. Petrification or run away from panic for 2d4 rounds. Conversely all allies within 5’ +1 added to their morale and attack rolls.
Grand mummies have strength of 18(00), giving them the ability to do 2d6 points of damage with each fist, or a +3 to attack and +7 to damage with a weapon. Due to their immortality they regenerate 3 hit points per round. They usually prefer to do battle in ancient weapons with which they are accustomed to, (Khopesh, club, spear, chariot etc) though they may learn to use more modern weapons which interest them (particularly composite bows and arquebuses). Grand Mummies regenerate 3 hp per round in sunlight, 1 hp per round indoors or underground.
Grand mummies often have spell casting abilities: 50% were warrior-priests or sorcerers while they were mortal, and continue to have these abilities now. They will usually have a casting level of 14th to 16th levels. The remainders are great warriors of equal levels to the priests and mages.
As grand mummies are not actually undead they cannot be turned. The only way for them to die is to be destroyed in extremely hot magical fire and their ashes scattered underground. They can of course be killed temporarily by locking away them from sunlight.
Habitat/Society: Grand mummies often sleep for centuries at a time in tombs sealed from the sun. When disturbed, they will react based upon the actions of those who disturb it. Explorers, Archeologists, or those seeking his wisdom will be tolerated, while looters and thieves will be killed. However, when disturbed a grand mummy will often have a great desire to explore, and see how the world has changed since he last slept. With its razor sharp mind, and handsome features he adapts to the society within a few weeks, merging completely adopting physical mannerisms, accents, and other things of the high born classes. However after a couple of centuries, they will become lonely and isolated by their immortality and retreat back into their tombs again. There will never be more than two grand mummies active at one time.
Ecology: Grand mummies, as mentioned before, gain their life energy and vitality from sunlight. They do not need to eat, drink, or sleep, but often do so for enjoyment. They are not completely dependent on the sun however, only needing a few hours of sunlight every few weeks for peak vitality. Thus, they do not lose any vitality at nightfall.
Grand Mummies are created when a great hero or king is given immortality by the god of the sun in exchange for the completion of a successful quest done in his name. The quest is usually almost impossible (destroy the avatar of Set, lead your troops to destroy the unstoppable Kassites to the north etc.) But the greatest of the great heroes manage to win, and they live on to this day, many having tried to commit suicide and been unable to destroy themselves. Living on and on while all mortals they know wither and die.