The second installment features the legendary Mumm-Ra as the architect behind the Thundercats’ downfall. Grune, a Thundercat war hero, is Mumm-Ra’s accomplice, securing ancient technology (giant mechs) in an all-out attack on the Thundercat capital city. Lion-O’s previous kindness to lizardfolk is returned when he is slipped a key to escape his imprisonment. Then he, Tygra, and Cheetara fight their way out, with Jaga staying behind to buy them some time.
Fortunately for our heroes, Mumm-Ra is still the bad guy we know and loathe: he can shapeshift, but he also is vulnerable to sunlight.
Mumm-Ra the Ever-Living!
Mumm-Ra the Ever-Living (CR 15, HD 8d12+10d8)
LE Medium Undead
Init +5 Spd 15
Senses Darkvision (Ex): 60 ft., Listen +18, Spot +18
AC 20 (FF 20, Touch 10)
hp 97 (Disabled 0/Dying -Injury –)
Saves: Fort +13, Ref +8, Will +20
Vulnerability: Fire (Ex); Damage Reduction (Su): 5/-; Immunity: Ability Damage (Physical Scores); Immunity: Ability Drain (Ex); Immunity: Critical hits (Ex); Immunity: Death Effects (Ex); Immunity: Death from Massive Damage (Ex); Immunity: Disease (Ex); Immunity: Energy Drain (Ex); Immunity: Mind-Affecting Attacks (Ex); Immunity: Fortitude Save-Based Attacks (Ex); Immunity: Nonlethal Damage (Ex); Immunity: Paralysis (Ex); Immunity: Poison (Ex); Immunity: Stun (Ex); Immunity: Raise Dead (Ex); Immunity: Reincarnate (Ex) Wondrous: Cloak of Resistance (+2); Ring: Energy Resistance, Acid, Minor; Wondrous: Brooch of Shielding
Atk +19/+14/+9 base melee, +12/+7/+2 base ranged; Grapple +19;
+20 Melee (Slam 1d6+12/crit 20/x2)
SA: Despair (Su) , Mummy Rot (Su)
SQ: Racial Traits: Undead,
Cleric Features: Spontaneous casting, Turn or rebuke undead (3+Cha.Mod/day), Spells, Domain Access (2), Death domain power (Use the death touch power 1/day), Protection domain power (Create a protective ward 1/day).
Abilities: STR 26, DEX 12, CON –, INT 8, WIS 20, CHA 17
Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Combat Casting, Great Fortitude, Improved Critical: Slam, Improved Initiative, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus: Slam.
Skills: Balance -5, Climb +2, Concentration +8, Escape Artist -5, Hide -5, Jump -4, Knowledge (Religion) +4, Listen +18, Move Silently -1, Spot +18, Swim -8.
Cleric Spells Prepared (6/6+1/5+1/4+1/4+1/3+1): 0- Detect Magic (x2), Guidance, Read Magic, Resistance, Virtue ; 1-Bane, Command, Deathwatch, Divine Favor, Doom, Sanctuary (d), Shield of Faith ; 2-Bull`s Strength, Death Knell (d), Hold Person, Resist Energy, Silence, Spiritual Weapon ; 3-Animate Dead (d), Deeper Darkness, Dispel Magic, Invisibility Purge, Searing Light ; 4-Air Walk, Animate Dead (d), Dismissal, Divine Power, Giant Vermin ; 5-Insect Plague, Spell Immunity (d), Spell Resistance, Symbol of Pain ; 6-Slay Living (d).
Armor: . Magic: Brooch of Shielding; Cloak of Resistance (+2); Ring of Energy Resistance, Acid, Minor.
Aversion to Sunlight: Mumm-ra finds sunlight repellant. The amount of sunlight determines his response, with a sliver of sunlight requiring a Will save of 10 while exposure to full sunlight requires a Will save 25. On a failed save, Mumm-ra moves away from the source as fast as he can, stopping only when he is no longer in sunlight. On a successful Will save, Mumm-ra can act freely for one round. If Mumm-ra cannot escape, he suffers:
- –2 morale penalty to Strength and Dexterity.
- –2 morale penalty on attack rolls, damage rolls, and skill checks.
- –2 penalty to Defense.
- Loses one of his extraordinary, supernatural or spell-like special qualities.
Each effect lasts until Mumm-ra leaves the affected area and for 1d4 rounds afterward.