Thursday, June 4, 2026

Mumm Ra The Ever Living From Thunder Cats For Sword of Cepheus 2nd Edition Rpg

 Bringing the iconic, shape-shifting dark sorcerer of Third Earth into the deadly, 2D6-based world of The Sword of Cepheus (2nd Edition) creates a terrifying patron-level threat or end-campaign boss.



Because Cepheus is grounded and highly lethal, Mumm-Ra needs to be modeled using two distinct stat blocks to capture his transformation mechanic, backed by high-tier Sorcery skills.

Form 1: The Decayed Form

In his default state inside the Black Pyramid, Mumm-Ra is a withered, emaciated mummy. He is physically frail, relying entirely on his vast intellect, high telepathic capabilities, and hidden reserves of ancient magic.

Attributes

  • STR: 3 (-1)

  • DEX: 4 (-1)

  • END: 5 (-1)

  • INT: 12 (+2)

  • EDU: 13 (+2)

  • SOC: 0 (-3)

Combat & Skills

  • Stamina: 9

  • Armor: 1 (Hardened, dry wrappings)

  • Skills: Sorcery-4, Telepathy-3, Deception-3, Persuasion-2, History-4, Melee (Blade)-1

  • Attacks: Dagger (2D6-1 damage)

Special Traits

  • Undead/Immortal: Immune to poison, disease, and suffocation. If reduced to 0 Stamina/Attributes in this form, his physical body crumbles to dust and regenerates inside his sarcophagus within 1D6 days.

  • The Transformation: As a significant action, Mumm-Ra can recite his incantation to summon the Ancient Spirits of Evil. This instantly transforms him into his Ever-Living Form. He cannot use this ability if he is completely severed from his magical focal points (the statues or sarcophagus within his pyramid).

Form 2: Mumm-Ra, the Ever-Living

When empowered by his dark patrons, Mumm-Ra grows to a towering 9 feet of muscle, supernatural speed, and near-invulnerable physical power.

Attributes

  • STR: 15 (+3)

  • DEX: 10 (+1)

  • END: 14 (+2)

  • INT: 12 (+2)

  • EDU: 13 (+2)

  • SOC: 0 (-3)

Combat & Skills

  • Stamina: 28

  • Armor: 6 (Supernatural resilience)

  • Skills: Sorcery-5, Telepathy-3, Athletics-3, Melee (Blade)-4, Leadership-2

  • Attacks:

    • Fists/Claws: 2D6+3 damage (Unarmed)

    • Energy Bolts (Sorcery): Range 30m, 3D6 damage (Ignores non-magical armor)

    • The Sword of Plun-Darr: 4D6+3 damage (AP 4, magical)

Special Traits

  • Flight: Mumm-Ra can fly at a standard personal movement speed, hovering effortlessly.

  • Shape-Shifting: He can cast an instantaneous, perfect illusion to disguise himself as any humanoid, animal, or friendly NPC. Spotting the deception requires an INT check (Difficult, 10+) with a relevant skill like Insight or Sorcery.

  • Limited Stamina (The Reversion): The massive magical energy required to sustain this form is taxing. Every round Mumm-Ra takes a significant action (attacking or casting a spell), he must roll END 8+. The DM can apply a cumulative -1 penalty to this roll for every 5 rounds spent outside his pyramid. If he fails, he immediately reverts to his Decayed Form and must flee back to his sarcophagus to rest.

Unique Vulnerability & Magical Ties

The Flaw of Reflection: In his Ever-Living form, if Mumm-Ra is forced to look directly at his own hideous, corrupted visage (such as a polished shield or mirror held up as a combat action), he must immediately pass an INT check (Formidable, 11+). If he fails, he is struck with supernatural panic, instantly reverts to his Decayed Form, and attempts to flee the hex map.

The Black Pyramid Anchor

Mumm-Ra’s power is tied directly to the four statues of the Ancient Spirits of Evil and his stone sarcophagus.

  • If a party manages to infiltrate his lair and chip, deface, or smash these artifacts, Mumm-Ra’s Ever-Living form suffers a permanent -2 penalty to all Attributes and loses 2 points of Armor per destroyed statue.

  • If all four statues and the sarcophagus are completely destroyed, he loses his immortality trait entirely and can be permanently slain.

Recommended Spell List (Sorcery Skill)

When utilizing Cepheus's standard magic framework, Mumm-Ra consistently keeps these spells prepared or active:

  1. Telekinesis: Moving heavy boulders, iron gates, or throwing PCs across the chamber.

  2. Enthrall/Hypnotism: Forcing a PC to turn on their allies or hand over key relics.

  3. Weather Control / Lightning: Summoning sudden storms over the wilderness to trap adventuring parties.

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