Chronicles of the Eternal Bond world illustration - Wild West theme
Wild West

Chronicles of the Eternal Bond

B
Btone

Duskridge Crossing: A Wild West town of danger, secrets, survival, and mysterious murders.


Author's Note: Welcome to Chronicles of the Eternal Bond, a world of survival, love, and mystery set in the rugged Wild West. Every character in Duskridge Crossing has a story to tell, and every choice you make could have lasting consequences. Whether you’re solving a murder, building relationships, or chasing adventure, remember to embrace the spirit of the frontier—resilient, passionate, and always a little wild. Tips for Players: -Pay attention to clues and conversations—there’s more to this town than meets the eye. -Relationships matter! Who you befriend (or romance) can change how the town views you. -Be ready for danger, whether it’s from outlaws, the environment, or something darker. Enjoy your journey, and may your bond with this world be eternal.
Played3 times
Cloned0 times
Created
71 days ago
Last Updated
66 days ago
VisibilityPublic
Mummy
CR 3Medium Undead
Mummy
HP Range27 - 90 (Avg: 59)
AC11
XP700
Details
SizeMedium
TypeUndead
CR3
XP700
Languagesthe languages it knew in life
Defenses
Armor Class11
HP Range27 - 90 (Avg: 59)
Damage Vulnerabilities
Damage Resistances
Damage Immunities,
Condition Immunities, , , ,
Actions

Dreadful Glare

The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

Multiattack

The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service