Mummy Rot
Disease

Mummy rot first causes desiccation and then a slow decomposition.

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.

Mummy rot typically manifests immediately with a strong level of thirst. The victim must double its water consumption or gain one level of exhaustion. Every 24 hours, 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. Remove curse destroys the disease and heals all damage. A single casting of lesser restoration removes the most recent symptom still present.

Symptoms in order of appearance based on number of failed saving throws.

  • 0 Thirst — double water consumption or gain one level of exhaustion
  • 1 Gain one level exhaustion and lose 1d4 points of Charisma*
  • 2 Vision reduced by 30 ft.
  • 3 Gain one level exhaustion and lose 1d4 points of Charisma*
  • 4 Blind
  • 5 Gain one level exhaustion and lose 1d4 points of Charisma*
  • 6 Gain one level exhaustion and Charisma is now 1
  • 7 Lose 2d6 each of Constitution, Dexterity, and Strength*
  • 8 Constitution, Dexterity, and Strength are now 1
  • 9 Lose 1 hp for each failed save until death

d100
Mod
ADV/DIS
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Effect 1 Effect 2 Ambience Music

Item Information