Archives of Nethys

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Monster Templates

Mummy Lord (CR +2)

Pathfinder #84: Pyramid of the Sky Pharaoh pg. 84
Acquired/Inherited Template Acquired
Simple Template No
Usable with Summons No

Mummification is a practice common to many cultures, although the use of magical techniques to imbue the departed with potent, undead vitality is less widespread. On rare occasions, if the deceased was a person of great rank and exceeding malice, he may undergo even more elaborate and expensive rituals granting him greater power in undeath, and he eventually rises from his tomb as a mummy lord. Retaining the powers and abilities he had in life, he becomes a creature consumed by the desire to dominate others and a seething envy for the living that drives him to acts of surpassing cruelty.

“Mummy Lord” is an acquired template that can be added to any living corporeal creature (referred to hereafter as the base creature) with at least 8 HD. The process of creating a mummy lord requires 50,000 gp worth of rare herbs, oils, and other mummification materials. The mummy lord retains all of the base creature’s statistics and special abilities except as listed below.

CR: Same as the base creature +2.
Alignment: Any evil.
Type: The creature’s type changes to undead. Do not recalculate BAB, saves, or skill ranks.
Senses: A mummy lord gains darkvision 60 ft.
Armor Class: A mummy lord has either a +1 natural armor bonus for every 2 Hit Dice it possesses or the base creature’s natural armor bonus, whichever is higher.
Hit Dice: Change the creature’s racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. As undead, mummy lords use their Charisma modifiers to determine bonus hit points.
Defensive Abilities: A mummy lord gains channel resistance +4, DR 10/—, immunity to cold and electricity (in addition to those granted by its undead traits), and the following defensive ability.

Rejuvenation (Su): One day after a mummy lord is destroyed, the necromantic energies that created the abomination begin to rebuild its body. This process takes 1d10 days, and if the body is destroyed before that time passes, the process starts anew. After this time, the mummy lord awakens fully healed in its tomb. To prevent the mummy lord from returning, its remains must be targeted by consecrate, hallow, and then dispel evil, cast in consecutive rounds and in that order, before it can be permanently destroyed.

Attacks: The mummification process hardens the mummy lord’s bones to a stone-like density, granting it a powerful slam attack if the base creature has no other natural attacks. This slam attack deals damage based on the mummy lord’s size (Pathfinder RPG Bestiary 302), treating the creature as if it were one size category larger. Those hit by a mummy lord’s slam attack also run the risk of succumbing to insidious mummy rot (see Special Attacks).
Special Attacks: A mummy lord gains the following special attacks. Save DCs are equal to 10 + 1/2 the mummy lord’s HD + the mummy lord’s Charisma modifier unless otherwise noted.

Channel Rot (Su): A mummy lord can deliver its insidious mummy rot through melee weapons as well as through its slam attack and any natural attacks it possesses.
Great Despair Aura (Su): All creatures within a 30-foot radius that see a mummy lord must make a successful Will save or be paralyzed with fear for 1d4 rounds, then shaken for the following 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s great despair aura ability for 24 hours. This is a paralysis and mind-affecting fear affect.
Insidious Mummy Rot (Su): Curse and disease—slam; save Fort DC 10 + 1/2 HD + Cha modifier; onset 1 minute; frequency 1/day; effect 2d4 Con and 2d4 Cha damage; cure —. Insidious mummy rot is both a curse and disease, and can be cured only by first removing the curse and then curing the disease. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the aff licted creature must succeed at a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from insidious mummy rot turns to dust and cannot be raised by means other than resurrection or greater magic.
Sandstorm Wrath (Su): Three times per day as a standard action, a mummy lord can exhale a blast of superheated sand in a 40-foot cone. The blast deals 2d8 points of fire and slashing damage for every 3 Hit Dice a mummy lord possesses. A successful Reflex save halves this damage, and creatures that fail this save are blinded for 2d4 rounds.
Undead Mastery (Su): As a standard action, a mummy lord can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the mummy lord’s control. An undead with an Intelligence score is allowed an additional save every day to break free of the mummy lord’s control; for undead without an Intelligence score, the control is permanent. A creature that succeeds at its Will save cannot be affected again by the same mummy lord’s undead mastery for 24 hours. A mummy lord can control 6 Hit Dice of undead creatures for every Hit Die it has. If the mummy lord exceeds this limit, the excess undead from earlier uses of the ability become uncontrolled, as animate dead.

Ability Scores: Str +8, Cha +6. As an undead creature, a mummy lord has no Constitution score.
Skills: A mummy lord gains a +8 racial bonus to Intimidate, Sense Motive, and Stealth checks. A mummy lord always treats Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth as class skills. Otherwise, its skills are the same as the base creature.
Feats: A mummified creature gains Toughness as a bonus feat.