Chris Van Deelen

No. Enc: 1
Alignment: Chaotic
Movement: 60’ (20’)
                   120’ (40’) After feeding
AC: 6
HD: 4 (before feeding), 16 (after feeding)
Attacks: 1 bite, 2 claws & special
Damage: 2d6+2, 1d6+3 / 1d6+3 (before feeding), 2d6+6, 1d8+6 / 1d8+6 (after feeding)
Save: L14
Morale: N/A
Hoard Class: X, XII, XIII, 4d6 random gems and jewellery (75%)

A very strange mutant which it has been suggested has existed since ancient Egypt, although there are plenty who dismiss this as pure fantasy. Considering the variety of different types of mutants which are found globally, who really knows?

These creatures are undead. It is not certain and has yet to be ascertained if they were created through nanotechnology or if they are some sort of viral creation. The little research which has been conducted by various factions across the globe have never been able to come to a conclusion.

Upon first sight, these beings appear to be desiccated corpses, typically wrapped in the bandages or even old rags. The bodies are dusty, with the skin peeled back from the teeth due to moisture loss. Only a few wisps of hair remain on the skulls, and the eyes, if they are open, are a milky white.

The creatures move with a ponderous slowness, and do not appear to pose much of a threat as long as one can outdistance the creatures. And of course appearances can and are deceiving.

It has been rumored in the wastes when a community suffers from a serious drop in population, or larger communities are plagued by what appears to be vampires or a serial killer, it is in fact these creatures.

If the creature cannot physically chase its prey, it will use a form of possession in order to force the prey to either work for it, or use the prey’s body for its own bidding.  This mutation does not force the mutant to fall unconscious; in fact it is fully capable of moving and acting on its own. The creature must make another successful attack every minute in order to maintain control of the victim. If the attack roll succeeds by more than five, then the creature has full possession of the victim for a full 24 hour period. If the roll is a natural 20, then the victim is under permanent control of the creature – until the creature has been dispatched.

Most of the time the creature will use this to force the victim to approach, kneel before the creature and expose its chest and neck. The creature will then attack, tearing at the neck to suck on the blood. After it has consumed all the blood the creature will then rip through the chest and remove the heart, consuming it.

Several effects occur when it has fed. For every 8 hit points of blood the creature consumes, it will gain an additional hit dice, up to a maximum of 16 hit dice. If it is capable of consuming the heart, it will automatically gain 4 hit dice (with the cap of 16). The flesh begins to fill out and loose its dryness. The hair regrows and the eyes become clear. The creature will take on a fully living appearance and this will be maintained for 2d6 days, and it can maintain this appearance as long as it is capable of consuming at least 8 hit points of blood a day. If it can consume a heart, then it will extend this period for another 2d6 days.

During this period they appear to be human, and are faster than most humans encountered in the wastelands. They do not speak, and they are always dressed in rags or bandages, and they do their best to remain in the shadows and unseen. It is not known if they are capable of speech, as no one has ever had the chance to speak with the creatures. It is further unknown if the creatures are intelligent, other than being capable of mentally attacking and possessing victims to use for food.

If the creature cannot feed, it will begin a process of quick desiccation, where after two days of being incapable of feeding on blood or the heart, this creature will lose 1 hit dice per twelve hours, until it returns to the original 4 hit dice. Once it has hit 8 hit dice, the creature will lose the speed and damage bonus it has, reverting to the original damage.

It is also unknown how the creature reproduces, or if the creature can really be killed at all. The only way to be sure the creature is dead is to fully destroy the body, which requires disintegration, acid, fire and so forth. The creature can regenerate, even if the hit point total is dropped to zero, although this is a very slow process. It will automatically regenerate 1 hit dice per week until it has hit four hit dice. Until this, the creature is incapable of movement or action, including the mental possession.

Some believe the creature reproduces by introducing the virus or nanites into a corpse, but no one has been able to prove or disapprove this theory.

For the most part, these creatures have a ‘lair’ of sorts. They always make their homes in ruins or ancient crypts or graveyards, always in places where many lives were lost (which means they are typically found in the ruined metropolises which dot the wastes). These lairs are often littered with all manner of gold, gems and jewellery, often taken from the corpses of those they have killed, or simply looted from the ruins. They are kept in large jars and are neatly stacked and stored in the lairs.

If the creature is defeated or forced to leave its lair, once it has established a new home, it will start the process all over again.

Mutations: Aberrant form (natural weapon), dietary change boost, possession (modified), regenerative capability (modified)

Source: Day of the Mummy (2014)