Mummy Rot

zlorf

First Post
Monster Manual says one thing and DMG says another. Which one is right?


MM
Mummy Rot (Su)
Supernatural disease—slam, Fortitude DC 16, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.


DMG
Mummy rot4 Contact 20 1 day 1d6 Con


How does one get rid of Mummy rot?

Cheers
Z
 

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zlorf said:
Monster Manual says one thing and DMG says another. Which one is right?

I always assumed that someone who is struck by a Mummy gets the MM version, while a person who comes in contact with someone who already has the disease risks catching the DMG version.

So if you get hit by a Mummy, you almost immediately start losing Con and Cha, and healing spells don't work too well on you.

A day later, the cleric who tried to cure you starts losing Con, but healing spells work on him okay.

A day after that, the guy the cleric arm-wrestled yesterday starts losing Con as well...

(Alternatively, one of the entries is wrong, but I figured that the Mummy bestows the disease along with the curse, while other people who come in contact with you can catch the disease from you, but aren't afflicted with the curse.)

How does one get rid of Mummy rot?

To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.

Remember that you can normally recover from a disease by making your save two days in a row, but Mummy Rot needs magical curing.

-Hyp.
 

I asked this a year and a half ago. My, how time flies: http://www.enworld.org/showthread.php?t=125061
zlorf said:
How does one get rid of Mummy rot?
SRD said:
To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.
 

My worst DM'ing rules error - the time when I read the mummy rot incubation time of 1 minute and thought that it meant that new saves were required every minute. Three party members were turning to dust before everyones eyes and they couldn't work out how on earth they could get them to appropriate healing in time...

Thank goodness we broke the game there and by next week I'd realised my mistake and we retconned it!
 

Heh, I've avoided using mummies for that very reason: I thought that mummy rot was a death sentence if the players didn't happen to prepare Remove Curse that day. I just now looked it up after you mentioned it, and imagine my surprise. Mummies all around, next campaign!
 

Since the two entries differ i'll agree the secondary infections are only the Con damage. The original victim's very soul errodes under the curse's wrath. Those who contact the victim are slightly better off.

Mind you... using the "primary sourse" argument one could argue either way, but this way splits the differences.

I love mummy rot. It is what leprosy was feared to be by the ignorant masses of history and so much more. Fun and Easy.

Slimey Doom makes a nice Ebola stand-in. :]

[Sblock=Advanced 16 HD Mummy] Advanced Mummy
Medium Undead
Hit Dice: 16d12+16+16* (144 hp) [16 from created in desecrated area, 16 from improved toughness]
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 23 (+13 natural), touch 10, flat-footed 20
Base Attack/Grapple: +8/+16
Attack: Slam +17 melee (1d6+12 plus mummy rot DC20)
Full Attack: Slam +17 melee (1d6+12 plus mummy rot DC20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Despair DC20, mummy rot DC20
Special Qualities: Damage reduction 5/–, darkvision 60 ft., undead traits, vulnerability to fire
Saves: Fort +4, Ref +2, Will +8
Abilities: Str 26**, Dex 10, Con —, Int 6, Wis 14, Cha 15
Skills: Hide +7, Listen +14, Move Silently +7, Spot +14
Feats: improved natural Armor x 3, weapon Focus slam, Great Fortitude, Improved Toughness.
Environment: Any
Organization: Solitary, warden squad (2–4), or guardian detail (6–10)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 17–24 HD (Large) [/Sblock]
 

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