Library / Bestiary

Mummified Creature

CR 9.00 Undead NE Large
Wrapped in strips of linen, this creature with tattered wings looks like it used to have the hindquarters of a lion and a woman's face.

Many ancient cultures mummify their dead, preserving the bodies of the deceased through lengthy and complex funerary and embalming processes. While the vast majority of these corpses are mummified simply to preserve the bodies in the tombs where they are interred, some are mummified with the help of magic to live on after death as mummified creatures. A mummified creature appears much as other mummies do—a dusty corpse, desiccated and withered, swathed in a funeral shroud of linen wrappings adorned with hieroglyphs—but a spark of malign intelligence gleams in its unliving eyes.

Mummified creatures differ from the standard mummy presented in the Pathfinder RPG Bestiary with regard to how and why they are created. Most standard mummies are created as simple tomb guardians; they gain abilities such as an aura of despair and mummy rot, but they usually lose their free will, much of their intelligence, and the abilities they possessed in life. A mummified creature, on the other hand, retains its intelligence, memories, and many of its other abilities. A mummified creature does not spread the curse of mummy rot, nor does the sight of it paralyze the living with fear, but its touch can reduce a living creature to dust and its very presence is frightening. Though slow and clumsy in undeath, a mummified creature is nonetheless capable of surprising bursts of speed and ferocity. Because of its creation process, however, a mummified creature is susceptible to energy damage, though determining an individual mummified creature's vulnerability is not always easy.

Many mummified creatures are created to guard the tombs of important figures, but some powerful beings—rulers, high priests, mighty wizards, or even wealthy aristocrats—arrange to be transformed into mummified creatures upon their deaths. Unwilling to give up their lives and knowledge to the whims of fate, these people bind their souls to the dried husks of their dead bodies, trading oblivion for endless centuries of unlife. The truly wealthy sometimes arrange for their most favored spouses, concubines, servants, or guards to be mummified with them, enabling them to hold court in dusty tombs in an undead mockery of their old lives centuries after they perished.

To create a mummified creature, a corpse must be prepared through embalming, with its internal organs replaced with dried herbs and flowers and its dead skin preserved through the application of sacred oils. Unlike with standard mummies, a mummified creature's brain is not removed from its skull after death. Injected with strange chemicals and tattooed with mystical hieroglyphs, a mummified creature's brain retains the base creature's mind and abilities, though the process does result in the loss of some mental faculties. Once this process is complete, the body is wrapped in special purified linens marked with hieroglyphs that grant the mummified creature its new abilities (as well as its weakness). Finally, the creator must cast a create greater undead spell to give the mummified creature its unlife.

"Mummified creature" is an acquired template that can be added to any living corporeal creature (hereafter referred to as the base creature). A mummified creature uses all of the base creature's statistics except as noted here.

STR
26
DEX
13
CON
-
INT
16
WIS
19
CHA
19
HP
114 (12d8+60)
AC
25, touch 10, flat-footed 24 (+1 Dex, +15 natural, –1 size)
Speed
30 ft., fly 50 ft. (clumsy)
Init
+5
Melee
2 claws +19 (3d6+8/19–20)
Space
10 ft.
Reach
5 ft.
BAB
+12
CMB
+21
CMD
32 (36 vs. trip)
Fort
+12
Ref
+9
Will
+10
DR
5/-
Racial Modifiers
+4 Stealth

Weapons: Simple

burst of vengeance

dust stroke

pounce

rake (2 claws +19, 3d6+8/19–20)

Alertness from Feat

<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>

Combat Casting from Feat

<p class="stat-block-1"> You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.</p>

Improved Critical from Feat

<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Toughness from Feat

<p class="stat-block-1"> You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).</p>

Bluff +12, Diplomacy +12, Fly +2, Intimidate +12, Knowledge (history) +5, Knowledge (religion) +5, Perception +21, Sense Motive +18, Spellcraft +11, Stealth +12

spell-like abilities:
Constant—Comprehend Languages, Constant—Detect Magic, Constant—Read Magic, Constant—See Invisibility, 3/day—Clairaudience/Clairvoyance, 1/day—Dispel Magic, 1/day—Legend Lore, 1/day—Locate Object, 1/day—Remove Curse, 1/week—Symbol Of Fear, 1/week—Symbol Of Pain, 1/week—Symbol Of Persuasion, 1/week—Symbol Of Sleep, 1/week—Symbol Of Stunning
Details
Type
Undead
Alignment
NE
Size
Large
Environment
warm ruins
Organization
solitary
Treasure
double
Senses
darkvision 60 ft., detect magic, low-light vision, see invisibility; Perception +21
Languages
Common, Draconic, Sphinx; comprehend languages
Source
Bestiary 4
Sources Used in This Record
20 House/Core
  • Uses feat: Alertness (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Casting (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Toughness (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Comprehend Languages (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Read Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: See Invisibility (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Clairaudience/Clairvoyance (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dispel Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Legend Lore (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Locate Object (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Remove Curse (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Symbol Of Fear (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Symbol Of Pain (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Symbol Of Persuasion (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Symbol Of Sleep (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Symbol Of Stunning (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.