Library / Bestiary

Mummified Creature

CR 9.00 Undead NE Large HD 12
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.

HP
114 (12d8+60)
AC
25, touch 10, flat-footed 24 (+1 Dex, +15 natural, –1 size)
Init
+5
Speed
30 ft., fly 50 ft. (clumsy)
Fort
+12
Ref
+9
Will
+10
BAB
+12
CMB
+21
CMD
32 (36 vs. trip)
Melee
2 claws +19 (3d6+8/19–20)
Space
10 ft.
Reach
5 ft.
DR
5/-
Aura
frightful presence (30 ft., DC 20, 1d6 rounds)
Racial Modifiers
+4 Stealth
str
26
+8
dex
13
+1
con
-
int
16
+3
wis
19
+4
cha
19
+4

Weapons: Simple

burst of vengeance

dust stroke

pounce

rake (2 claws +19, 3d6+8/19–20)

Universal Monster Rules

Pounce Ex from Universal Monster Rule
When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).
Rake (2 claws +19, 3d6+8/19–20) Ex from Universal Monster Rule
A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature's description. A monster with the rake ability must begin its turn already grappling to use its rake—it can't begin a grapple and rake in the same turn.

Special Abilities

Burst Of Vengeance from text
Dust Stroke from text

Feats, Traits & Items

Alertness from Feat

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.

Calculated: +2 Perception, +2 Sense Motive
Combat Casting from Feat

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.

Situational: to cast a spell or use a spell-like ability defensively or while grappled: +4 untyped concentration
Hover from Feat

A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.

If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).

Improved Critical (claw) from Feat

When using the weapon you selected, your threat range is doubled.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Improved Natural Attack (claw) from Feat

Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Toughness from Feat

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).

Calculated: +3 Hp Bonus

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 (DC 18), 1/week—Symbol Of Fear (DC 20), 1/week—Symbol Of Pain, 1/week—Symbol Of Persuasion (DC 20), 1/week—Symbol Of Sleep (DC 19), 1/week—Symbol Of Stunning (DC 21)
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
Aura
frightful presence (30 ft., DC 20, 1d6 rounds)
Languages
Common, Draconic, Sphinx; comprehend languages
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
20 House/Core 2 Recognized publisher
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