Dirty linen strips swathe this emaciated, once-noble figure from head to toe. Its eyes burn with unholy light.
XP 9,600 DEFENSE AC 24, touch 14, flat-footed 21 (+6 armor, +1 deflection, +2 Dex, +1 dodge, +4 natural) OFFENSE Speed 30 ft. 8/day—touch of darkness (4 rounds), touch of evil (4 rounds) Cleric Spells Prepared (CL 9th; concentration +14) 5th—dispel good D (DC 20), greater contagion (DC 21), slay living (DC 21) D domain spell; Domains Darkness, Evil STATISTICS Str 20, Dex 14, Con —, Int 10, Wis 20, Cha 20 SPECIAL ABILITIES Great Despair Aura (Su)All creatures within a 30-foot radius that see a mummy lord must succeed at a Will saving throw or be paralyzed with fear for 1d4 rounds, then shaken for the following 1d4 rounds. Whether or not the saving throw is successful, that creature cannot be affected again by the same mummy lord's great despair aura ability for 24 hours. This is a mind-affecting paralysis and fear affect. The save DC is Charisma-based. 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. 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 permanently destroy a mummy lord, it must be destroyed and then its remains must be targeted by consecrate, hallow, and then dispel evil, cast in consecutive rounds and in that order. Channel Rot (Su)A mummy lord can deliver its insidious mummy rot through melee weapon attacks, its slam attack, and any natural attacks it possesses. Insidious Mummy Rot (Su)Curse and disease—slam; save Fortitude DC 10 + 1/2 the mummy lord's Hit Dice + its Charisma modifier; onset 1 minute; frequency 1/day; effect 2d4 Constitution and 2d4 Charisma 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 insidious mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed at a caster level check (DC = 20 or 11 + the mummy lord's CR, whichever is higher), or the spell is wasted and the healing has no effect. Anyone who dies from insidious mummy rot transforms into a pile of sand 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. 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 (the save DC is Charisma-based). 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, any excess undead from earlier uses of this ability become uncontrolled, as per animate dead. If another creature is currently controlling an undead that fails its save against undead mastery, the mummy lord must roll an opposed Charisma check against the current controller. If the mummy lord succeeds, it wrests away control of the undead. Otherwise, the mummy lord's undead mastery attempt has no effect. |