D&D Fight Club
Histephet Mummy Cleric/Monk
By Robert Wiese

Design notes: As usual when giving monsters classes, I looked for something that enhanced the strengths of the creature. In this case, I wanted to make a mummy that was truly evil, as the mummy in the new edition of the Dungeons & Dragons game seems just a variant of the wight. Ancient Egyptian myth offers such richness of magic and mystery that the mummy -- the archetypical creature from that mythology -- should be a fearsome and divinely powerful creature. So I looked for a way to bring the mummy up to the creature I thought it should be. Monk attacks added to the mummy's slam and disease attacks make it a fearsome creature indeed, and by shoring up its weaknesses I got a really interesting creature. I threw in cleric levels just to give it fearsome divine powers. I hope you enjoy it.

Histaphet was raised in a far-away land, where the harsh desert environment constantly made survival the first priority. A small nobility that controlled all the wealth ruled over a large population of commoners and slaves. Histaphet was the younger son of a noble and grew up with the haughty attitude of the nobility. As an adult, he began to play the political games that all the nobles engaged in, making allies and plotting against enemies. He thought he was good at the games, but about the time he turned 30, someone he thought was a close ally betrayed him. Left for dead, he was found by supporters and carried to the City of the Dead, where he was mummified. When he rose from the dead, he devoted his unlife to the dark god of the underworld and divided his time between the rituals of his god, the quiet contemplation of the monastery, and the building of a force to exert his god's will on the world around him. Now he exists to dominate the people with whom he once lived, and anyone else that his god directs him to conquer. He is ruthless and uncaring, willing to sacrifice any living beings for his causes, since he can raise them as undead after they die.

Histaphet maintains his undead force through the sacrifice of living beings to his dark god. The sacrifices renew his devotion to the deity, and bathing in their blood renews his powers. He must sacrifice someone once a month to continue to exist, even if that "someone" is one of his own followers. He never sacrifices his cohort, but the other followers are fair game if needed. They know this, and such is their maniacal devotion that they are happy to be so "chosen." His god prefers the sacrifice of powerful beings, so Histaphet benefits more from the sacrifice of the powerful than the sacrifice of the innocent. Thus, rather than sacrifice the village maiden, he would choose the mayor or the village priest. If he chooses lesser victims, he must sacrifice two for every one powerful victim to maintain his power.

Histaphet does not enter combat himself unless forced, or unless his plans call for him to use his own powers against a foe. He is an awe-inspiring and terrible force, and mortals flee before him. With his devotion to a contemplative existence came combat techniques he had not known in his life, and they make him a very dangerous melee opponent. He gets multiple attacks, and his monk's belt allows him to use haste (1 extra action, +4 bonus to AC). As he grows in power he also compensates for his weaknesses. If he enters combat, he will confront a foe directly.

His best plans involve the use of followers, servant creatures, undead, and even innocent bystanders or enemies. He enjoys developing plans that cause his enemies to work against their own interests while appearing to work against his.

Here we offer three versions of Histephet for varied challenge levels. He is presented with magic items equivalent to the value that a NPC of his level should have.

1st level Cleric/2nd level Monk

4th level Cleric/4th level Monk

7th level Cleric/6th level Monk

Medium-size Undead

Medium-size Undead

Medium-size Undead

Challenge Rating: 6

Challenge Rating: 11

Challenge Rating: 16

Hit Dice: 6d12 + 1d8 + 2d8

Hit Dice: 6d12 + 4d8 + 4d8

Hit Dice: 6d12 + 7d8 + 7d8

Hit Points: 52

Hit Points: 75

Hit Points: 97

Initiative Modifier: +2

Initiative Modifier: +2

Initiative Modifier: +6

Speed: 30 ft.

Speed: 40 ft.

Speed: 50 ft. (100 ft. in boots of striding and springing)

Armor Class: 24, touch 16, flat-footed 22

Armor Class: 27, touch 19, flat-footed 25

Armor Class: 37, touch 29, flat-footed 31

Attacks:

  • Unarmed strike +7 melee (1d6+3 plus mummy rot)

Attacks:

  • Unarmed strike +12/+7 melee (1d8+3 plus mummy rot)

Attacks:

  • Unarmed strike +15/+10/+5 melee (1d8+3 plus mummy rot)

Face/Reach: 5 ft. x 5 ft./5 ft.

Face/Reach: 5 ft. x 5 ft./5 ft.

Face/Reach: 5 ft. x 5 ft./5 ft.

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Immune to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects, and ignore mind-influencing effects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Not subject to effects requiring a Fort save unless the effect affects objects. Not subject to death from massive damage. Cannot be raised.
  • Damage resistance 5/+1
  • Resistant to blows (Ex) -- Physical attacks do half damage to mummies. Apply this damage before damage reduction.
  • Fire Vulnerability (Ex) -- Takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.
  • Despair (Su) -- At the mere sight of a mummy, the viewer must succeed at a Will save DC 15 or be paralyzed with fear for 1d4 rounds.
  • Mummy Rot (Su) -- Supernatural disease, slam, Fort save DC 20, incubation period 1 day; damage 1d6 temporary Constitution. Unlike normal diseases, mummy rot continues until the victim reaches 0 Constitution (and dies) or receives a remove disease spell or similar magic.
  • Spontaneous Casting -- Convert spells to inflict spells of same level
  • Rebuke Undead 5/day
  • Domains: Death and Destruction
    Death Domain -- Death Touch 1/day; succeed at melee touch attack against living creature, then roll 1d6. If the total is above the target's current hit points, it dies.
    Destruction Domain -- Smite 1/day; make single melee attack at +4 to hit and +1 damage.
  • Cleric Spells -- prepare 3/2+1 spells per day. All spells are prepared using Silent Spell (since he cannot talk), so he really can prepare only 2 orisons at this level.
  • Stunning Attack -- 3/day, if target fails a Fort save DC 14 it is stunned for one round. See Player's Handbook page 39 for description of stun.
  • Evasion
  • Turned/rebuked as 9-HD undead
  • Followers from Leadership Feat -- leadership score 11; 7th-level cohort, six 1st-level followers.

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Immune to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects, and ignore mind-influencing effects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Not subject to effects requiring a Fort save unless the effect affects objects. Not subject to death from massive damage. Cannot be raised.
  • Damage resistance 5/+1
  • Resistant to blows (Ex) -- Physical attacks do half damage to mummies. Apply this damage before damage reduction.
  • Fire Vulnerability (Ex) -- Takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.
  • Despair (Su) -- At the mere sight of a mummy, the viewer must succeed at a Will save DC 15 or be paralyzed with fear for 1d4 rounds.
  • Mummy Rot (Su) -- Supernatural disease, slam, Fort save DC 20, incubation period 1 day; damage 1d6 temporary Constitution. Unlike normal diseases, mummy rot continues until the victim reaches 0 Constitution (and dies) or receives a remove disease spell or similar magic.
  • Spontaneous Casting -- Convert spells to inflict spells of same level
  • Rebuke Undead 5/day
  • Domains: Death and Destruction
    Death Domain -- Death Touch 1/day; succeed at melee touch attack against living creature, then roll 4d6. If the total is above the target's current hit points, it dies.
    Destruction Domain -- Smite 1/day; make single melee attack at +4 to hit and +4 damage.
  • Cleric Spells -- prepare 5/5+1/3+1 spells per day. All spells are prepared using Silent Spell (since he cannot talk), so he really can prepare only 5/3+1 spells at this level.
  • Stunning Attack -- 5/day, if target fails a Fort save DC 17 it is stunned for one round. See Player's Handbook page 39 for description of stun.
  • Evasion
  • Still Mind -- +2 bonus to saves against Enchantment spells. Most of these he is immune to anyway.
  • Slow Fall (20 ft.) -- see Player's Handbook page 40.
  • Turned/rebuked as 14-HD undead
  • Followers from Leadership Feat -- leadership score 16; 11th-level cohort, 25 1st-level followers, four 2nd-level followers, one 3rd-level follower.

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Immune to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects, and ignore mind-influencing effects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Not subject to effects requiring a Fort save unless the effect affects objects. Not subject to death from massive damage. Cannot be raised.
  • Damage resistance 5/+1
  • Resistant to blows (Ex) -- Physical attacks do half damage to mummies. Apply this damage before damage reduction.
  • Fire Vulnerability (Ex) -- Takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.
  • Despair (Su) -- At the mere sight of a mummy, the viewer must succeed at a Will save DC 15 or be paralyzed with fear for 1d4 rounds.
  • Mummy Rot (Su) -- Supernatural disease, slam, Fort save DC 20, incubation period 1 day; damage 1d6 temporary Constitution. Unlike normal diseases, mummy rot continues until the victim reaches 0 Constitution (and dies) or receives a remove disease spell or similar magic.
  • Spontaneous Casting -- Convert spells to inflict spells of same level
  • Rebuke Undead 5/day
  • Domains: Death and Destruction
    Death Domain -- Death Touch 1/day; succeed at melee touch attack against living creature, then roll 7d6. If the total is above the target's current hit points, it dies.
    Destruction Domain -- Smite 1/day; make single melee attack at +4 to hit and +7 damage.
  • Cleric Spells—prepare 6/6+1/5+1/4+1/2+1 spells per day. All spells are prepared using Silent Spell (since he cannot talk), so he really can prepare only 6/5+1/4+1/2+1 spells at this level.
  • Stunning Attack -- 7/day, if target fails a Fort save DC 20 it is stunned for one round. See Player's Handbook page 39 for description of stun.
  • Evasion
  • Still Mind -- +2 bonus to saves vs. Enchantment spells. Most of these he is immune to anyway.
  • Slow Fall (30 ft.) -- see Player's Handbook page 40.
  • Purity of Body -- Immune to disease, but already is immune to disease because he is undead
  • Turned/rebuked as 23-HD undead
  • Followers from Leadership Feat—leadership score 21; 15th-level cohort, 60 1st-level followers, six 2nd-level followers, three 3rd-level followers, two 4th-level follower, one 5th-level follower, one 6th-level follower.

Saving Throws:

Fortitude +7
Reflex +7
Will +13

Saving Throws:

Fortitude +10
Reflex +9
Will +18

Saving Throws:

Fortitude +12
Reflex +15
Will +22

Strength: 17

Strength: 17

Strength: 17

Dexterity: 15

Dexterity: 15

Dexterity: 22

Constitution: —

Constitution: —

Constitution: —

Intelligence: 12

Intelligence: 12

Intelligence: 12

Wisdom: 17

Wisdom: 20

Wisdom: 24

Charisma: 15

Charisma: 15

Charisma: 15

Skills: Concentration +6, Hide +14, Knowledge (religion) +6, Listen +17, Move Silently +14, Spot +14

Skills: Concentration +15, Hide +17, Knowledge (religion) +6, Listen +23, Move Silently +17, Spot +16

Skills: Concentration +24, Hide +31, Jump +13, Knowledge (religion) +8, Listen +25, Move Silently +21, Spot +22

Feats: Alertness, Combat Reflexes, Deflect Arrows, Leadership, Silent Spell

Feats: Alertness, Combat Reflexes, Deflect Arrows, Fists of Iron*, Leadership, Silent Spell

Feats: Alertness, Combat Casting, Combat Reflexes, Deflect Arrows, Fists of Iron*, Improved Trip, Leadership, Silent Spell, Turn Resistance**

Alignment: Lawful Evil

Alignment: Lawful Evil

Alignment: Lawful Evil

Languages: Common (sort of)

Languages: Common (sort of)

Languages: Common (sort of)

Equipment: Monk's belt, ring of protection +1, potion of protection from elements (fire), potion of hiding. The bonuses for these items are included in the statistics above.

Equipment: Ring of elemental resistance (major, fire, 30 points of protection), monk's belt, ring of protection +2, periapt of wisdom +2. The bonuses for these items are included in the statistics above.

Equipment: ring of elemental resistance (major, fire, 30 points of protection), monk's belt, boots of striding and springing, ring of protection +5, periapt of Wisdom +6, gloves of Dexterity +6, cloak of elvenkind, brooch of shielding, wand of bull's strength (50 charges). The bonuses for these items are included in the statistics above.

* Fists of Iron (from Sword and Fist): Declare that you are using this feat before attacking (thus a missed attack roll ruins the attempt). You deal an extra 1d4 points of damage when you make a successful unarmed attack (each use affects one attack, not one round of attacks). You may use this feat a number of times per day equal to 3 + Wis modifier.

**New Feat:

Turn Resistance [General]

You are more resistant that normal to the divine powers that are used to turn or rebuke undead.

Prerequisite: Undead

Benefit: Histephet gains +4 turn resistance.

About the Author

Robert Wiese's love of gaming started in the Boy Scouts, where you'd think there would have been enough to do to keep one from playing roleplaying games. Through college he has played in some great home campaigns, and discovered the RPGA at a small game day in 1991. He worked for RPGA for six and a half years, filling almost every job duty that exists on the staff at one time or another. Now honorably retired from service as the RPGA Operations Manager, he lives in Nevada and writes gaming goodies from time to time. He also gardens a lot and devotes as much time as possible to his beloved significant other.


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