The mummy lord, among other names, is a fairly common archetype in fantasy gaming (not as common as others, but nobody's perfect). Whereas the standard mummy is a mindless shambling tomb guardian, the mummy lord and its ilk are intelligent, remember their mortal lives, and typically have a number of additional powers such as spellcasting.
Particularly, they often have a rejuvenation power of some kind. This is typically tied to some kind of horcrux with an appropriate mummy theme, such as the mummy's tomb, the mummy's heart, and/or the mummy's canopic jars. (Obviously Egyptian-styled mummies are being used as the point of reference here, but feel free to devise ideas for non-Egyptian mummies.)
Below are a few examples of mummy lords and similar variants I've seen in both official books and 3pp, as well as some of my own commentary.
- Book of Templates - Deluxe Edition 3.5 (2005) presents us with the "true mummy." This is similar to the 5e mummy lord but not quite the same thing, namely in that they aren't necessarily evil and their touch doesn't curse foes with mummy rot. Unlike the 5e mummy lord, their rejuvenation and mental faculties are linked to their three "sacred vessels" (i.e. canopic jars, one for each mental ability score). If any of the jars are destroyed, then the true mummy will lose their immortality and will slowly mentally deteriorate into a "desecrated true mummy" that is more or less the same as the mindless shambling curse-spreading mummy in the MM (which is contrasted from the true mummy as a "lesser mummy"). The mummy has a sympathetic tie to the sacred vessels that aids in locating them and using magic to view or visit them, and the vessels may be drained of their spiritual energy reserves by thieves to power necromancy spells (which is labeled an evil act). The true mummy's rejuvenation is technically a fast healing power that works even if the body is destroyed, which is stated to function only if the true mummy is in possession of its sacred vessels. This implies that the mummy doesn't heal if they're stolen but still intact, opening the possibility for the mummy's to be destroyed and its sacred vessels stolen, leaving it in limbo where it isn't actually gone for good but can't restore its body until the sacred vessels are returned (nor is it specified if all the sacred vessels need to be stolen or only one does to halt the fast healing). I'm not sure if this implication was intended by the writer or not, as "possession" maybe was supposed to mean that the vessels were intact rather than physically present with the mummy. That said, a seemingly destroyed mummy being revived by the return of its sacred vessels is an interesting plot hook by itself, a possibility not offered by the other variations on rejuvenation.
- Pathfinder Roleplaying Game Bestiary 4 (2013) presents us with the "mummified creature," which is basically a more intelligent mummy created to serve more complicated purposes than simply guarding a tomb. It doesn't spread mummy rot and the mere sight it doesn't scare the living. Aside from the lack of any rejuvenation power, it is comparable to the true mummy above. It's basically just a middle rank between the standard mummy and the mummy lord below.
- Advanced Bestiary (2014) presents us with the "dread mummy." It's comparable to other takes on the mummy lord, with the notable exception that it is able to raise its slain foes as zombies and/or mummies themselves and that it lacks any kind of rejuvenation power.
- Pathfinder Roleplaying Game Bestiary 5 (2015) presents us with that game's take on the "mummy lord." It is more or less the same thing as the 5e mummy lord, aside from a few minor differences in powers such as being able to take control of nearby undead. If destroyed, then the mummy lord's body will be rejuvenated within its tomb unless its remains are purified with specified magic. The text doesn't specify what happens to a rejuvenating lord if its tomb is destroyed. Does the rejuvenation fail? Does the rejuvenation restart if the tomb is rebuilt?
- The 5th edition Dungeons & Dragons Monster Manual (2016) presents us with the mummy lord, which most should be familiar with. Its rejuvenation is tied to its heart. As long as the heart is not destroyed, the mummy lord's body will rejuvenate next to it. The rules don't specify if the heart needs to be inside the body or not, though the implication is that you can store it inside a canopic jar or something.
- Night Shift: Veterans of the Supernatural Wars (2020) presents us with mummies based more closely on The Mummy movies and derivatives than the standard D&D mummy. These mummies are normally intelligent (albeit typically evil and/or insane) and drain life from the living to assume a living form. Its rejuvenation is tied to its 2d6 (average 4) canopic jars (the heart is always inside the mummy's body). Unless all the jars are destroyed, a slain mummy will reform over 2d10 months within its original sarcophagus or place of burial if the sarcophagus was destroyed. Furthermore, destroying a canopic jar will permanently weaken the mummy; if all the jars are destroyed, then it is restored to full power but will not longer rejuvenate if destroyed. It is explicitly compared to the D&D-derived lich included in the same book. This variation essentially combines the rejuvenation powers of the true mummy and the Pathfinder mummy lord.
- Addendum 10/6/2022: A blog post on OSR mummy rules that covers the basics and so forth. I don't know how I missed this!
I like the idea that maybe different mummies may have different horcruxes based on the nature of the mummification ritual that created them, so that defeating one's rejuvenation requires either research or trial-and-error. I also like the possibility of a seemingly destroyed mummy being revived by the return of its missing canopic jars.
Signing off...
No comments:
Post a Comment