Mummy Guardian (PFS 3-09)Creature 6
Source Pathfinder Society Scenario #3-09: The Secluded Siege
Perception +16 (darkvision)
Languages Necril, Osiriani
Skills Athletics +15, Stealth +11
Str +4, Dex +0, Con +3, Int -5, Wis +1, Cha -2
AC 23; Fort +14; Reflex +10; Will +16;
HP 110 (void healing)
Speed 20 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Fire 5
Fist
+16 (+11, +6) to hit (unarmed) 2d6+7 BludgeoningDespair (aura, divine, emotion, fear, incapacitation, mental)
30 feet. Living creatures are Frightened 1 while in a mummy guardian's despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 22 will save (after taking the penalty from being frightened) or be Paralyzed for 1 round. The creature is then temporarily immune for 24 hours.
Effect: Despair
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.
Mummy Rot (curse, disease, divine, void)This disease and any damage from it can't be healed until this curse is removed. A creature killed by mummy rot turns to dust and can't be resurrected except by a 7th-rank Resurrect ritual or similar magic.
Saving Throw DC 22 fortitude
Stage 1 carrier with no ill effect (1 minute)
Stage 2 4d6 void damage and Stupefied 1 (1 day)
The majority of mummies were created by cruel and selfish masters to serve as guardians to protect their tombs from intruders. The traditional method of creating a mummy guardian is a laborious and sadistic process that begins well before the poor soul to be transformed is dead, during which the victim is ritualistically starved of nourishing food and instead fed strange spices, preservative agents, and toxins intended to quicken the desiccation of the flesh. The victim remains immobile but painfully aware during the final stages, where its now-useless entrails are extracted before it's shrouded in funerary wrappings and entombed within a necromantically ensorcelled sarcophagus to await intrusions in the potentially distant future. While it's certainly possible to use other methods to create a mummy guardian from an already-deceased body, those who seek to create these foul undead as their guardians in the afterlife often feel that such methods result in inferior undead-the pain and agony of death by mummification being an essential step in the process.
Regardless of the method of their creation, mummy guardians are more than just physical shells of flesh and bone-they retain fragmented, distorted versions of their minds, with only enough memories of their living personality remaining to fuel their undead anger and jealousy of those who yet live. This burning rage only intensifies over the centuries of waiting within a crypt for the chance to actually act, and thus when most mummy guardians are awoken by tomb robbers or adventurers, they stop at nothing in pursuit of glorious slaughter.
While many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide eternally vigilant guardians.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
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.