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Cat Mummy

Tiny undead, neutral evil


Armor Class 12
Hit Points 3 (1d4 + 1)
Speed 40 ft., climb 30 ft.
STRDEXCONINTWISCHA
5 (-3)14 (+2)13 (+1)3 (-4)11 (+0)10 (+0)

Skills Perception +3, Stealth +4
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages
Challenge 1/8 (25 XP)

Keen Smell. The cat mummy has advantage on Wisdom (Perception) checks that rely on smell.

Actions


Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage plus 2 (1d4) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be infected with cat mummy scratch. The scratches itch terribly and the target has a disadvantage to all actions. At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the creature gains one level of exhaustion. On a successful save, the creature recovers from the disease.

Cute Meow. The cat mummy targets one creature it can see within 60 feet of it and meows. If the target can hear the cat mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become charmed until the end of the cat mummy's next turn. If the target fails the saving throw by 5 or more, it is also compelled to approach the cute cat mummy and pet it for the same duration. The cat mummy is then able to attack a charmed target with an advantage. A target that succeeds on the saving throw is immune to the Cute Meow of all cat mummies for the next 24 hours.



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