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Ice Mummy

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

Pre-Remaster content. May include legacy alignment.

AnvilCrasherLANDcoldundead

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; 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
Items Staff
AC 26 Fort +16 Ref +13 Will +18
HP 130 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Resistances cold 10
Weaknesses fire 10
Speed 20 feet

Offense

Melee Staff (magical, two-hand-d8) +20, Damage 2d4+7 bludgeoning plus 1d6 cold plus Cold Rot
Melee Fist (agile, magical, unarmed) +19, Damage 2d6+7 bludgeoning plus 1d6 cold plus Cold Rot

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 — A 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 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.

WORKS WELL WITH

FlankerLANDA Flanker capitalizes on the frightened condition from Great Despair to land precision damage while the Anvil absorbs attention.
SniperLANDA Sniper pelts debuffed enemies from range while the Ice Mummy's slow advance and Frozen Breath cone control approach lanes.
WeaverLANDA Weaver herds enemies into the Frozen Breath cone and keeps them inside the fear aura's effective radius.

PUNISHES

✖ clumping✖ standing still
slow land speed hinders repositioning alongside highly mobile allies
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Book of the Dead.

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