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Ice Mummy

Creature 8 (uncommon) — cold, mummy, undead, unholy

Pre-Remaster content. May include legacy alignment.

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.

Source: book-of-the-dead-bestiary (Pre-Remaster)

Perception +16
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 Ref +13 Will +18
HP 130
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Resistances cold 10
Weaknesses fire 10
Speed 20 feet

Offense

Melee Staff +20, Damage 2d4+7 bludgeoning plus 1d6 cold
Melee Fist +19, Damage 2d6+7 bludgeoning plus 1d6 cold

Abilities

Great 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.
Snow Vision — The ice mummy ignores the Concealed condition from falling snow.
Void Healing — Negative Healing
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 plus 2d6 cold{5d6 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 plus 4d6 slashing{5d6 cold and 4d6 slashing damage} (DC 26 Reflex). The ice mummy can't use Frozen Breath again for 1d4 rounds.

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