Monster Focus: Mummies (PFRPG) PDF

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Unleash an Ancient Curse!

Asleep for all eternity, buried with priceless treasure, and cursed by the gods, the mummy is one of the more terrifying undead. The mere sight of one of these desiccated corpses can bring a chill to the heart of the living and their touch carries with it an eternal curse that can rot the flesh, leaving behind nothing but dust and tears. Monster Focus: Mummies gives the busy GM everything you need to ensure that your players will be the ones uttering curses!

Inside, you'll find a number of options for player characters to use when going up against mummies. Options like the Curse Breaker feat, which allows a character to resist even the most powerful curses, or the sandblast spell, to scour and blind their foes. In addition, there are a wide variety of new rules for the Game Master to use in their game. You can bury your characters alive in the sand suffocation trap or have them face off against the mummy priest, a spellcasting mummy variant! Game Masters will also find plenty of new magic items and adventure hooks inside. In total, this PDF contains:

  • 4 New Feats
  • 5 New Alchemical Items
  • 5 New Spells
  • 4 New Magic Items
  • 3 New Traps
  • 3 New Types of Mummy
  • 3 Adventure Hooks
Monster Focus is a series of short, easy to integrate PDFs, designed to make one classic monster the central theme for an adventure or even a small campaign. Each PDF in the series includes options for player characters and game masters, including new feats, spells, magic items, and more! Written by veteran game designer, Jason Bulmahn, you can be sure that these rules will fit seamlessly into your game.

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An review


This installment of the Monster Focus-series is 6 pages long, 1 page front cover, ~1/2 a page SRD, leaving us with 4 1/2 pages of content, so let's take a look!

After a short introduction to the matter at hand, we get a list of skill-DCs to identify mummies before getting 4 new feats:

-Crushing Slam: Make a single attack at full BAB as a standard action and don't add your str-mod to damage, but instead make a trip attempt without provoking an AoO - per se a nice feat with its Str 21 prerequisite, though I wouldn't let it near PC's hands.

-Curse Breaker: Roll twice versus curses and if you can't get rid of a curse via repeated saves, you can do so now with 5 consecutive saves. Seriously? Curses are often plot-devices and 5 consecutive saves feel excessive for those that aren't. Not a fan.

-Rapid Rot: Mummy rot fouls the flesh faster until the first save is made, at which point regular frequency sets in. Neat!

-Ward Off: When being able to identify a foe with a knowledge skill check, you may keep foes from making melee attacks versus you when presenting an item the creature is vulnerable to, unless they succeed at a will-save versus 10 + 1/2 level+ cha-mod. I love the concept, coming from a Ravenloft background - I'm all about Achilles heels, but damn, not like this. One knowledge rank as a prereq for universal access is just broken - weaknesses should be unearthed via story-telling/research7as part of modules and entitling players with such a feat to ward off foes is too simple -especially with holy symbols counting against ALL UNDEAD as weakness - the idea is cool - but the execution isn't.

Next up are new alchemical items - we get embalming fluid, oil that burns and may make weapons temporary flaming, holy incense and censers and sacred salts that make targets more susceptible to mummify - one of the 5 new spells, which deals damage as linens encase foes and turn them into mummies fast. Another of the spells allows you to make anti-curse charms, blast foes with sand (or erect walls from it) or conjure up scarab swarms, though the latter essentially is only a variant of summon swarm.

We also get 4 new magic items - the scarab swarm conjuring canopic jars, a basalt cat figurine, a charm versus mummies (including mummy rot and curses) and a scepter that works as a magical club and can conjure forth walls of sand and sand storms (variants of ice storms).

Next up are three new traps - sand suffocation, scarab tides and a curse versus thieves - all being awesome. There also are three new variants for mummies -decrepit mummies at CR -2, mummy priest at CR +2 and shifting mummies at CR +1 that can cloak themselves in a semblance of life.

We also get 3 adventure-hooks, all of which are rather neat.


Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to a printer-friendly two-column standard and the pdf comes with ok b/w-artworks. the pdf comes sans bookmarks, but doesn't necessarily need them at this length.

What remains after this pdf is an overwhelming sense of disappointment - the pdf per se is anything but bad - but honestly, the feats feel a bit clunky and I would have preferred a focus on the monster's arsenal - but that I won't hold against this pdf. What I do hold against it, though, are the uninspired variant mummies and the lame variant spell - the latter wouldn't bug me, were this longer - but it isn't.

My frames of reference regarding mummies are Classic Horrors Revisited, Necropolis and Van Richten's Guide to the Ancient Dead - and especially the latter 2nd edition book offers SO MUCH more ideas that cold have been used here - Bog mummies, non-Egyptian cultures, indestructibility etc. - there's so much cool stuff out there concept-wise and instead of expanding the creature mummy, of adding truly intriguing tools to DM-arsenal, we essentially get items and ideas that one would expect - nothing wrong there, but neither did any piece of content make me want to use it. I guess even Jason Bulmahn sometimes can't evoke this sense of wonder. My final verdict will kick in at 3 stars - an okay offering, but don't expect to be blown away.

Endzeitgeist out.

Crunchy Mummy Goodness


If you've read any of the other Minotaur Games Monster Focus products, the format of Mummies will be familiar to you. Unlike Skeletons or Zombies, this book has new traps in addition to the rest of the crunch--a nice touch given the popular notion of mummies lurking in trap-filled tombs.

The book begins with a brief paragraph about mummies and then leaps right into the crunch. New content fills the book from end to end, including:
-a list of the results of skill rolls to determine what the PCs know about mummies
-4 new feats for mummies and mummy-fighters
-new alchemical items and Craft DCs
-5 new mummy-fighting (or using!) spells
-4 new magic items including a cool new figurine of wondrous power
-3 new traps
-3 variant mummies
-a section on adventure ideas using the contents of the book

The book is 6 pages long (including the cover) and contains some simple line art drawings. The quality is fantastic for the price. If you're going to be using mummies in an upcoming game--or if you think mummies are cool and want more ideas on adventures in which you can use them--Mummies is a great book to buy.

Great Supplement


Another great supplement from Minotaur Games. The new traps in this one are great. Also quite a few nice new items.

Now Available! And with a fancy new logo!

Jason Bulmahn
Minotaur Games

I'm digging the new logo. Very cool.

Thank you, the logo was designed by Kyle Hunter. I think he did some great work here. I am very happy with how it turned out.

Ooo bullhorn helmet is cool!

Grabbin' this on payday! (yes 2 bucks is unfortunately more than I have right now)

All of the rules from this PDF are now part of the Rules Index.

Jason Bulmahn
Minotaur Games

Reviewed first on, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and's shop.

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