b'Mummy \n'b'  Family:   Mummies  \n'b'  Medium   undead ,  lawful evil  \n'b'  Armor Class  11 (natural armor)  Hit Points  58 (9d8 + 18)  Speed  20 ft.\n'b' STATS STR: 16 (+3) DEX:  8 (-1)  CON:  15 (+2)  INT:  6 (-2)  WIS:  10 (+0)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Wis  +2  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  the languages it knew in life  Challenge  3 (700 XP) \n'b' Actions \n'b'\n'b'  Multiattack : The mummy can use its Dreadful Glare and makes one attack with its rotting fist. \n'b'  Rotting Fist :  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12  Constitution  saving throw or be cursed with mummy rot. The cursed target can\xe2\x80\x99t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. \n'b'  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\xe2\x80\x99s 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. \n'b'\n'b' 3pp Variant Mummy Rot \n'b'  Source  FGG:CoB \n'b' Mummy rot first causes desiccation and then a slow decomposition. \n'b' Vision goes early on as the body loses fluids, followed by ever-increasing weakness. Death comes late, well after the victim is completely incapacitated from weakness. When a humanoid is exposed to the disease, either by magical means or through inhaling the dust of a former victim, the creature must make a  Constitution  saving throw. The DC for the saving throw depends on the power of the curse for magical  contagion , and is 14 for breathing grave dust. \n'b' Mummy rot typically manifests immediately with a strong level of thirst. The victim must drink at least one gallon of water within a minute of contracting mummy rot or gain one level of  exhaustion . \n'b' Every 24 hours thereafter, the victim must make a DC 17  Constitution  saving throw. Each failure adds one symptom from the table below until death occurs. Two consecutive passes halts the disease but does not remove existing symptoms. \n'b'  Remove Curse  destroys the disease and heals all damage. A single casting of  lesser restoration  removes the most recent symptom still present. \n'b' Symptoms in order of appearance based on number of failed saving throws: \n'b'\n'b' 0 \n'b' Thirst \xe2\x80\x93 double water consumption or gain one level of  exhaustion  \n'b'\n'b' 1 \n'b' Gain one level  exhaustion  and lose 1d4 points of  Charisma * \n'b'\n'b' 2 \n'b' Vision reduced by 30 ft. \n'b'\n'b' 3 \n'b' Gain one level  exhaustion  and lose 1d4 points of  Charisma * \n'b'\n'b' 4 \n'b' Blind \n'b'\n'b' 5 \n'b' Gain one level  exhaustion  and lose 1d4 points of  Charisma * \n'b'\n'b' 6 \n'b' Gain one level  exhaustion  and  Charisma  is now 1 \n'b'\n'b' 7 \n'b' Lose 2d6 each of  Constitution ,  Dexterity , and  Strength * \n'b'\n'b' 8 \n'b'  Constitution ,  Dexterity , and  Strength  are now 1 \n'b'\n'b' 9+ \n'b' Lose 1  hp  for each failed save until death * Charisma  does not drop below 1. If  Constitution ,  Dexterity , or  Strength  drop to 0, the victim is dead. \n'b'\n'b' About \n'b' Wrapped from head to toe in ancient strips of moldering linen, this humanoid moves with a shuffling gait.'