Abilities | Filter | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


Bog Mummy

The cultural practice of mummifying the dead is not the only way a body can become preserved, nor is it the only route that gives rise to these disease-spreading undead monstrosities.

Bog mummies (also called peat mummies or mire mummies) rarely, if ever, leave their marshy realms. Less powerful than their more notorious artificially preserved kin, bog mummies are preserved not by agents introduced during rituals but by the natural elements present in the airless, acidic morass of a peat bog or muddy swamp. While corpses preserved in this manner can certainly rise from the mire as bog mummies as the result of a curse by fell powers or the directed influence of a necromancer, the vast majority of them animate from a seething need for vengeance or to pursue some dire agenda left unfinished at the time of death—often because the creature was slain or otherwise betrayed. The nature of this emotional tie to life and the emotional power of the deceased compel unlife beyond death, while the preservative qualities of the bog within which the body was disposed of does the rest.

Although most bog mummies are motivated by vengeance, many fulfill their dark yearnings with general violence. Filled with wrath and hatred for the living, they mercilessly attack any living creatures that dare to venture into their dismal domains. Their agonized moans echo over their putrid homes, driving away most natural life dwelling therein and often alerting travelers to the potential danger that lies beneath the surface.

Bog MummyCreature 5

UncommonLEMediumMummy
Source Bestiary 2 pg. 177
Perception +12; darkvision, tremorsense (imprecise) 30 feet
Languages Common, Necril
Skills Athletics +12, Stealth +11 (+13 while buried in a bog)
Str +5, Dex +2, Con +0, Int +0, Wis +1, Cha +0
AC 21; Fort +13, Ref +9, Will +14
HP 85 (negative healing ); Immunities death effects, disease, paralyzed, poison, unconscious; Resistances fire 5; Weaknesses cold 5
Breath of the Bog (aura, divine, enchantment, mental) 30 feet. A creature that begins its turn within the area feels as if its lungs were filling with water and must succeed at a DC 19 Fortitude save or be unable to speak or breathe. The creature can still hold its breath and can attempt a new saving throw at the end of its turn. A creature that succeeds is temporarily immune to breath of the bog for 24 hours.
Rise Up ReactionReaction Trigger A creature walks on top of a bog mummy that lies buried in the mud or peat below; Requirements Initiative has not yet been rolled; Effect The bog mummy automatically notices the creature and Burrows before rolling initiative.
Speed 20 feet; burrow 15 feet
Melee Single ActionSingle Action fist +14 [+9/+4], Damage 2d6+5 plus bog rotBog Rot (curse, disease, divine, necromancy, negative) This affliction can't be reduced below stage 1, nor can the damage from it be healed, until it's successfully treated with remove curse or a similar effect; the affliction can then be removed as normal for a disease. A creature killed by bog rot melts into a noxious sludge and can't be resurrected except by a 7th-level resurrect ritual or similar magic; Saving Throw DC 21 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 3d6 negative damage and clumsy 1 (1 day)

Sidebar - Advice and Rules Natural Warnings

Regions haunted by bog mummies lack small animals, insects, and other wildlife. A character who is Investigating, Searching, or Scouting during exploration mode can attempt a secret Nature check against the bog mummy's Stealth DC to notice something sinister. A critical success is enough to specifically suggest the presence of undead in the area.

All Monsters in "Mummy"

NameLevel
Bog Mummy5
Mummy Guardian6
Mummy Pharaoh9

Mummy

Source Bestiary pg. 240
While many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide eternally vigilant guardians.