Ice MummyCreature 8
Source Pathfinder Book of the Dead
Perception +16 (darkvision, snow vision)
Languages Common, Necril, Plus Any Two Languages They Knew While Alive
Skills Deception +18, Intimidation +16, Occultism +17, Stealth +17
Str +5, Dex +3, Con +2, Int +5, Wis +4, Cha +6
AC 26; Fort +16; Reflex +13; Will +18;
HP 130 (void healing)
Speed 20 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Fire 10
Resistances Cold 10
Staff
+20 (+15, +10) to hit (magical, two hand d8) 2d4+7 Bludgeoning + 1d6 ColdFist
+19 (+15, +11) to hit (agile, magical, unarmed) 2d6+7 Bludgeoning + 1d6 ColdGreat Despair (aura, emotion, fear, incapacitation, mental, occult)
30 feet. Living creatures are Frightened 1 while in an ice mummy's great despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave it. When a creature first enters the area, it must succeed at a DC 24 will save (after taking the penalty from being frightened) or be Paralyzed for 1d4 rounds. The creature is then temporarily immune for 24 hours.
Effect: Despair
Snow VisionThe ice mummy ignores the Concealed condition from falling snow.
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Channel Rot (occult)The ice mummy can deliver cold rot through melee weapons they wield.
Cold Rot (cold, curse, disease, divine)This affliction can't be reduced below stage 1, nor can damage from it be healed, until successfully treated with Cleanse Affliction or a similar effect. The affliction can then be removed as normal for a disease. A creature killed by cold rot turns to ice crystals and can't be resurrected except by a 7th-rank Resurrect ritual or similar magic
Saving Throw DC 24 fortitude
Stage 1 Slowed 1 for 1 round, then carrier with no ill effect (1 minute)
Stage 2 5d6[void],2d6 cold5d6 void damage plus 2d6 cold damage and Stupefied 2 (1 day)
Frozen Breath
(cold, concentrate, divine)The ice mummy exhales a 60-foot cone of razor-sharp ice that deals 5d6[cold],4d6 slashing5d6 cold and 4d6 slashing damage (DC 26 reflex).
The ice mummy can't use Frozen Breath again for 1d4 rounds.
The cold of high places coupled with strong winds and less oxygen creates an effect that can preserve bodies, mummifying them through natural processes. Many are created deliberately by cults, and a rare few voluntarily transform.
The versatility of mummification allows the creation of mummies through a wide range of methods—nature, ritual, alchemy, and combinations of all these.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ColdEffects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
MummyA mummy is an undead creature created from a preserved corpse.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.