Mummy Prophet Of SetCreature 13
Source Pathfinder Book of the Dead
Perception +23 (darkvision, sand vision)
Languages Necril, Any Two Languages They Knew While Alive
Skills Arcana +23, Deception +25, Intimidation +27, Occultism +25, Religion +27, Society +23, Stealth +23
Str +5, Dex +4, Con +5, Int +6, Wis +8, Cha +6
AC 33; Fort +22; Reflex +21; Will +25; +1 status to all saves vs. magic
HP 250 (void healing)
Speed 20 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Fire 15
Spear
+25 (+20, +15) to hit (magical) 3d6+11 PiercingFist
+24 (+20, +16) to hit (agile, unarmed) 3d4+11 BludgeoningSpear
+24 (+19, +14) to hit (magical, thrown 20) 3d6+11 Piercing+1 Status to All Saves vs. MagicGreat Despair (aura, divine, emotion, fear, incapacitation, mental)
30 feet. Living creatures are Frightened 1 while in an mummy prophet'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 31 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
Sand VisionThe prophet ignores the Concealed condition from particles of sand and dust in the air.
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.
Breath of Sand
(concentrate, divine, earth, void)Requirements The prophet's Sandstorm is active
Effect The prophet inhales its Sandstorm, suppressing the effect until the end of the prophet's next turn. It then exhales a 120-foot cone of negatively charged sand that deals 7d6[void],7d6 slashing7d6 void and 7d6 slashing damage (DC 33 reflex).
Channel Rot (divine)The mummy prophet of Set can deliver devastating rot through melee weapons they wield.
Sand Form
(concentrate, divine, earth, polymorph)Frequency once per day
Effect The prophet loses their coherent from and becomes an animated pile of sand. While in this form, the prophet gains resistance 10 to physical damage and is immune to precision damage. They can't cast spells, activate items, or use actions that have the attack or manipulate trait. They gain a fly Speed of 40 feet and can slip through tiny cracks. This lasts for 5 minutes, and the prophet can Dismiss the effect.
Sand Rot (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 sand rot turns to sand and can't be resurrected except by a 7th-rank Resurrect ritual or similar magic
Saving Throw DC 31 fortitude
Stage 1 carrier with no ill effect (1 minute)
Stage 2 12d6 void damage, Clumsy 1, and Stupefied 2 (1 day)
Sandstorm
(divine, earth)Frequency once per day
Effect The mummy creates a temporary sandstorm in a 30-foot emanation that lasts for 1 minute. Creatures within the emanation take a –4 circumstance penalty to Perception checks and must succeed at a DC 33 fortitude save or be forced to hold their breath or start suffocating. A creature within the sandstorm at the end of its turn takes 2d6[void],1d6 slashing2d6 void and 1d6 slashing damage.
Effect: Sandstorm
Divine Prepared Spells (DC 33, +25 to hit)
Cantrips (7th Level): Chill Touch, Detect Magic, Divine Lance, Guidance, Shield
1st Level: Fear, Harm, Penumbral Shroud, Ray of Enfeeblement
2nd Level: Death Knell, Resist Energy, See Invisibility
3rd Level: Blindness, Chilling Darkness, Crisis of Faith, Cup of Dust
4th Level: Air Walk, Divine Wrath, Freedom of Movement
5th Level: Shadow Blast, Wall of Flesh
6th Level: Disintegrate
7th Level: Eclipse Burst
In ancient Osirion, worshipers completely devoted to the evil god Set often underwent a mummification process to serve as his prophets after their death.
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.
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.