Farral-Kylos, Mummy Slasher
CR 10 XP: 9,600
Male human mummy fighter 5
LE Medium undead (augmented human)
Init +5; Senses darkvision 60 ft.; Perception +16
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)
AC 27, touch 11, flat-footed 26 (+10 natural, +6 armor, +1 Dex)
HP 122 (8d8+4d10+57)
Fort +9, Ref +6, Will +9
Defensive Abilities bravery +1; Will +10 vs. fear; DR 5/-; Immune undead traits; Weaknesses vulnerable to fire
Speed 20 ft.
Melee greatsword +24/+19/+14 (2d6+18/17–20) or slam +20 (1d8+13 plus mummy rot)
Space 5 ft., Reach 5 ft.
Special Attacks weapon training (heavy blades +1)
Str 28, Dex 12, Con -, Int 6, Wis 14, Cha 17
Base Atk +11; CMB +20; CMD 31
Feats Improved Critical (greatsword), Improved Initiative, Improved Sunder, Lightning Reflexes, Power Attack, Skill Focus (handle animal), Toughness, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills Climb +13, Handle Animal +9, Intimidate +9, Perception +16, Sense Motive +2, Stealth +10
Languages Common
Gear +2 adamantine greatsword, masterwork breastplate
Environment any
Organization solitary, warden squad (2-6), or guardian detail (7-12)
Treasure standard
Despair (Su) All creatures within a 30-foot radius that see a mummy must make a DC 17 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy's despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.
Mummy Rot (Su) Curse and disease-slam; save Fort DC 17; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure -. Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic. The save DC is Charisma-based.
Wrapped from head to toe in ancient strips of moldering linen, this humanoid moves with a shuff ling gait.
Horustep IIIMale human mummy cleric of Urgathoa 1/monk 2
LE Medium undead (augmented human)
Init +2; Senses Darkvision 60 ft.; Perception +19
AC 24, touch 12, flat-footed 22 (+2 Dex, +12 armor)
HP 70 (6d12+1d8+2d8+18)
Fort +7, Ref +7, Will +13
Defensive Abilities evasion; DR 5/+1; Immune poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects, and ignore mind-influencing effects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Not subject to effects requiring a Fort save unless the effect affects objects. Not subject to death from massive damage. Cannot be raised.
Speed 30 ft.
Melee Unarmed strike +7 melee (1d6+3 plus mummy rot)
Spells Prepared (CL 2nd)
1st-Stilled Resistance, Stilled Detect Magic (x2)
During Combat Horustep III does not enter combat himself unless forced, or unless his plans call for him to use his own powers against a foe. He is an awe-inspiring and terrible force, and mortals flee before him. With his devotion to a contemplative existence came combat techniques he had not known in his life, and they make him a very dangerous melee opponent. He gets multiple attacks, and his monk's belt allows him to use haste (1 extra action, +4 bonus to AC). As he grows in power he also compensates for his weaknesses. If he enters combat, he will confront a foe directly.
His best plans involve the use of followers, servant creatures, undead, and even innocent bystanders or enemies. He enjoys developing plans that cause his enemies to work against their own interests while appearing to work against his.
Str 17, Dex 15, Con -, Int 12, Wis 17, Cha 15
Base Atk +1; CMB +4; CMD 16
Feats Alertness, Combat Reflexes, Deflect Arrows, Leadership, Silent Spell
Skills Knowledge (religion) +6, Linguistics +6, Perception +19, Sense Motive +5, Stealth +14
Gear Monk's belt, ring of protection +1, potion of protection from elements (fire), potion of hiding. The bonuses for these items are included in the statistics above.
Resistant to Blows (Ex) Physical attacks do half damage to mummies. Apply this damage before damage reduction.
Fire Vulnerability (Ex) Takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.
Despair (Su) At the mere sight of a mummy, the viewer must succeed at a Will save DC 15 or be paralyzed with fear for 1d4 rounds.
Mummy Rot (Su) Supernatural disease, slam, Fort save DC 20, incubation period 1 day; damage 1d6 temporary Constitution. Unlike normal diseases, mummy rot continues until the victim reaches 0 Constitution (and dies) or receives a remove disease spell or similar magic.
Spontaneous Casting (Sp) Convert spells to inflict spells of same level
Domains: Death and Destruction (Sp) Death Touch 1/day; succeed at melee touch attack against living creature, then roll 1d6. If the total is above the target's current hit points, it dies.
Rebuke Undead 5/day (Su) Evil clerics and some neutral clerics can channel negative energy, which can halt, awe (rebuke), control (command), or bolster undead.
Cleric Spells (Sp) Prepare 3/2+1 spells per day. All spells are prepared using Silent Spell (since he cannot talk), so he really can prepare only 2 orisons at this level.
Stunning Attack (Ex) 3/day, if target fails a Fort save DC 14 it is stunned for one round. See Player's Handbook page 39 for description of stun.
Leadesrship (Ex) Followers from Leadership Feat -- leadership score 11; 7th-level cohort, six 1st-level followers.
Horustep III is the rightful pharaoh, or king, of Osirion. He approved the Osirioni invasion of lower Garundi nation of Unther following the Time of Troubles and the Untheric god-king Gilgeam's death at the hand of Tiamat. He was raised in a far-away land, where the harsh desert environment constantly made survival the first priority. A small nobility that controlled all the wealth ruled over a large population of commoners and slaves. Horustep III was the younger son of a noble and grew up with the haughty attitude of the nobility. As an adult, he began to play the political games that all the nobles engaged in, making allies and plotting against enemies. He thought he was good at the games, but about the time he turned 30, someone he thought was a close ally betrayed him. Left for dead, he was found by supporters and carried to the City of the Dead, where he was mummified. When he rose from the dead, he devoted his unlife to the dark god of the underworld and divided his time between the rituals of his god, the quiet contemplation of the monastery, and the building of a force to exert his god's will on the world around him. Now he exists to dominate the people with whom he once lived, and anyone else that his god directs him to conquer. He is ruthless and uncaring, willing to sacrifice any living beings for his causes, since he can raise them as undead after they die.
Horustep III maintains his undead force through the sacrifice of living beings to his dark god. The sacrifices renew his devotion to the deity, and bathing in their blood renews his powers. He must sacrifice someone once a month to continue to exist, even if that "someone" is one of his own followers. He never sacrifices his cohort, but the other followers are fair game if needed. They know this, and such is their maniacal devotion that they are happy to be so "chosen." His god prefers the sacrifice of powerful beings, so Horustep III benefits more from the sacrifice of the powerful than the sacrifice of the innocent. Thus, rather than sacrifice the village maiden, he would choose the mayor or the village priest. If he chooses lesser victims, he must sacrifice two for every one powerful victim to maintain his power.
CR 11 XP: 12,800
Male human mummy cleric of Urgathoa 4/monk 4
LE Medium undead (augmented human)
Init +2; Senses Darkvision 60 ft.; Perception +23
AC 27, touch 15, flat-footed 25 (+2 Dex, +12 armor, +3 deflection)
HP 93 (6d12+4d8+4d8+18)
Fort +10, Ref +9, Will +18
Defensive Abilities evasion; DR 5/-; Immune poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects, and ignore mind-influencing effects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Not subject to effects requiring a Fort save unless the effect affects objects. Not subject to death from massive damage. Cannot be raised.
Speed 40 ft.
Melee Unarmed strike +12/+7 melee (1d8+3 plus mummy rot)
Spells Prepared (CL 4th)
1st-Stilled Resistance (x2), Stilled Detect Magic (x2), Stilled Read Magic
2nd-Stilled Command, Stilled Divine Favor (x2), Stilled Entropic Shield
During Combat Horustep III does not enter combat himself unless forced, or unless his plans call for him to use his own powers against a foe. He is an awe-inspiring and terrible force, and mortals flee before him. With his devotion to a contemplative existence came combat techniques he had not known in his life, and they make him a very dangerous melee opponent. He gets multiple attacks, and his monk's belt allows him to use haste (1 extra action, +4 bonus to AC). As he grows in power he also compensates for his weaknesses. If he enters combat, he will confront a foe directly.
His best plans involve the use of followers, servant creatures, undead, and even innocent bystanders or enemies. He enjoys developing plans that cause his enemies to work against their own interests while appearing to work against his.
Str 17, Dex 15, Con -, Int 12, Wis 20, Cha 15
Base Atk +6; CMB +9; CMD 24
Feats Alertness, Combat Reflexes, Deflect Arrows, Fists of Iron, Leadership, Silent Spell
Skills Knowledge (religion) +6, Linguistics +15, Perception +23, Sense Motive +7, Stealth +17
Gear Ring of elemental resistance (major, fire, 30 points of protection), monk's belt, ring of protection +2, periapt of wisdom +2. The bonuses for these items are included in the statistics above.
Resistant to Blows (Ex) Physical attacks do half damage to mummies. Apply this damage before damage reduction.
Fire Vulnerability (Ex) Takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.
Despair (Su) At the mere sight of a mummy, the viewer must succeed at a Will save DC 15 or be paralyzed with fear for 1d4 rounds.
Mummy Rot (Su) Supernatural disease, slam, Fort save DC 20, incubation period 1 day; damage 1d6 temporary Constitution. Unlike normal diseases, mummy rot continues until the victim reaches 0 Constitution (and dies) or receives a remove disease spell or similar magic.
Spontaneous Casting (Sp) Convert spells to inflict spells of same level
Domains: Death and Destruction (Sp) Death Domain -- Death Touch 1/day; succeed at melee touch attack against living creature, then roll 4d6. If the total is above the target's current hit points, it dies. Destruction Domain -- Smite 1/day; make single melee attack at +4 to hit and +4 damage.
Rebuke Undead 5/day (Su) Evil clerics and some neutral clerics can channel negative energy, which can halt, awe (rebuke), control (command), or bolster undead.
Cleric Spells (Sp) Prepare 5/5+1/3+1 spells per day. All spells are prepared using Silent Spell (since he cannot talk), so he really can prepare only 5/3+1 spells at this level.
Stunning Attack (Ex) 5/day, if target fails a Fort save DC 17 it is stunned for one round. See Player's Handbook page 39 for description of stun.
Leadesrship (Ex) Leadership score 16; 11th-level cohort, 25 1st-level followers, four 2nd-level followers, one 3rd-level follower.
Still Mind (Ex) +2 bonus to saves against Enchantment spells. Most of these he is immune to anyway.
Slow Fall (20 ft.) (Ex) A monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without him.
Turned/Rebuke Undead (Ex) Turned/rebuked as 14-HD undead
Horustep III is the rightful pharaoh, or king, of Osirion. He approved the Osirioni invasion of lower Garundi nation of Unther following the Time of Troubles and the Untheric god-king Gilgeam's death at the hand of Tiamat. He was raised in a far-away land, where the harsh desert environment constantly made survival the first priority. A small nobility that controlled all the wealth ruled over a large population of commoners and slaves. Horustep III was the younger son of a noble and grew up with the haughty attitude of the nobility. As an adult, he began to play the political games that all the nobles engaged in, making allies and plotting against enemies. He thought he was good at the games, but about the time he turned 30, someone he thought was a close ally betrayed him. Left for dead, he was found by supporters and carried to the City of the Dead, where he was mummified. When he rose from the dead, he devoted his unlife to the dark god of the underworld and divided his time between the rituals of his god, the quiet contemplation of the monastery, and the building of a force to exert his god's will on the world around him. Now he exists to dominate the people with whom he once lived, and anyone else that his god directs him to conquer. He is ruthless and uncaring, willing to sacrifice any living beings for his causes, since he can raise them as undead after they die.
Horustep III maintains his undead force through the sacrifice of living beings to his dark god. The sacrifices renew his devotion to the deity, and bathing in their blood renews his powers. He must sacrifice someone once a month to continue to exist, even if that "someone" is one of his own followers. He never sacrifices his cohort, but the other followers are fair game if needed. They know this, and such is their maniacal devotion that they are happy to be so "chosen." His god prefers the sacrifice of powerful beings, so Horustep III benefits more from the sacrifice of the powerful than the sacrifice of the innocent. Thus, rather than sacrifice the village maiden, he would choose the mayor or the village priest. If he chooses lesser victims, he must sacrifice two for every one powerful victim to maintain his power.
CR 16 XP: 76,800
Male human mummy cleric of Urgathoa 7/monk 6
LE Medium undead (augmented human)
Init +6; Senses Darkvision 60 ft.; Perception +27
AC 37, touch 25, flat-footed 31 (+6 Dex, +12 armor, +9 deflection)
HP 115 (6d12+7d8+6d8+18)
Fort +12, Ref +15, Will +22
Defensive Abilities evasion; DR 5/-; Immune poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects, and ignore mind-influencing effects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Not subject to effects requiring a Fort save unless the effect affects objects. Not subject to death from massive damage. Cannot be raised.
Speed 100 ft.
Melee Unarmed strike +15/+10/+5 melee (1d8+3 plus mummy rot)
Spells Prepared (CL 7th)
1st-Stilled Guidance, Stilled Resistance (x2), Stilled Detect Magic (x2), Stilled Read Magic
2nd-Stilled Command, Stilled Divine Favor (x2), Stilled Entropic Shield, Stilled Protection from Good, Stilled Shield of Faith
3rd-Stilled Bulls Strength, Stilled Death Knell, Stilled Diminish Resistance, Stilled Hold Person, Stilled Spiritual Weapon
4th-Stilled Bestow Curse, Stilled Inflict Serious Wounds, Stilled Sands of Time
During Combat Horustep III does not enter combat himself unless forced, or unless his plans call for him to use his own powers against a foe. He is an awe-inspiring and terrible force, and mortals flee before him. With his devotion to a contemplative existence came combat techniques he had not known in his life, and they make him a very dangerous melee opponent. He gets multiple attacks, and his monk's belt allows him to use haste (1 extra action, +4 bonus to AC). As he grows in power he also compensates for his weaknesses. If he enters combat, he will confront a foe directly.
His best plans involve the use of followers, servant creatures, undead, and even innocent bystanders or enemies. He enjoys developing plans that cause his enemies to work against their own interests while appearing to work against his.
Str 17, Dex 22, Con -, Int 12, Wis 24, Cha 15
Base Atk +9; CMB +12; CMD 37
Feats Alertness, Combat Casting, Combat Reflexes, Deflect Arrows, Fists of Iron, Improved Trip, Leadership, Silent Spell, Turn Resistance
Skills Acrobatics +13, Knowledge (religion) +8, Linguistics +24, Perception +27, Sense Motive +9, Stealth +31
Gear ring of elemental resistance (major, fire, 30 points of protection), monk's belt, boots of striding and springing, ring of protection +5, periapt of Wisdom +6, gloves of Dexterity +6, cloak of elvenkind, brooch of shielding, wand of bull's strength (50 charges). The bonuses for these items are included in the statistics above.
Resistant to Blows (Ex) Physical attacks do half damage to mummies. Apply this damage before damage reduction.
Fire Vulnerability (Ex) Takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.
Despair (Su) At the mere sight of a mummy, the viewer must succeed at a Will save DC 15 or be paralyzed with fear for 1d4 rounds.
Mummy Rot (Su) Supernatural disease, slam, Fort save DC 20, incubation period 1 day; damage 1d6 temporary Constitution. Unlike normal diseases, mummy rot continues until the victim reaches 0 Constitution (and dies) or receives a remove disease spell or similar magic.
Spontaneous Casting (Sp) Convert spells to inflict spells of same level
Domains: Death and Destruction (Sp) Death Touch 1/day; succeed at melee touch attack against living creature, then roll 7d6. If the total is above the target's current hit points, it dies. Destruction Domain -- Smite 1/day; make single melee attack at +4 to hit and +7 damage
Rebuke Undead 5/day (Su) Evil clerics and some neutral clerics can channel negative energy, which can halt, awe (rebuke), control (command), or bolster undead.
Cleric Spells (Sp) Prepare 6/6+1/5+1/4+1/2+1 spells per day. All spells are prepared using Silent Spell (since he cannot talk), so he really can prepare only 6/5+1/4+1/2+1 spells at this level.
Stunning Attack (Ex) 7/day, if target fails a Fort save DC 20 it is stunned for one round. See Player's Handbook page 39 for description of stun.
Leadesrship (Ex) Leadership score 21; 15th-level cohort, 60 1st-level followers, six 2nd-level followers, three 3rd-level followers, two 4th-level follower, one 5th-level follower, one 6th-level follower.
Still Mind (Ex) +2 bonus to saves against Enchantment spells. Most of these he is immune to anyway.
Slow Fall (30 ft.) (Ex) A monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without him.
Turned/Rebuke Undead (Ex) Turned/rebuked as 23-HD undead
Purity of Body (Ex) Immune to disease, but already is immune to disease because he is undead
Horustep III is the rightful pharaoh, or king, of Osirion. He approved the Osirioni invasion of lower Garundi nation of Unther following the Time of Troubles and the Untheric god-king Gilgeam's death at the hand of Tiamat. He was raised in a far-away land, where the harsh desert environment constantly made survival the first priority. A small nobility that controlled all the wealth ruled over a large population of commoners and slaves. Horustep III was the younger son of a noble and grew up with the haughty attitude of the nobility. As an adult, he began to play the political games that all the nobles engaged in, making allies and plotting against enemies. He thought he was good at the games, but about the time he turned 30, someone he thought was a close ally betrayed him. Left for dead, he was found by supporters and carried to the City of the Dead, where he was mummified. When he rose from the dead, he devoted his unlife to the dark god of the underworld and divided his time between the rituals of his god, the quiet contemplation of the monastery, and the building of a force to exert his god's will on the world around him. Now he exists to dominate the people with whom he once lived, and anyone else that his god directs him to conquer. He is ruthless and uncaring, willing to sacrifice any living beings for his causes, since he can raise them as undead after they die.
Horustep III maintains his undead force through the sacrifice of living beings to his dark god. The sacrifices renew his devotion to the deity, and bathing in their blood renews his powers. He must sacrifice someone once a month to continue to exist, even if that "someone" is one of his own followers. He never sacrifices his cohort, but the other followers are fair game if needed. They know this, and such is their maniacal devotion that they are happy to be so "chosen." His god prefers the sacrifice of powerful beings, so Horustep III benefits more from the sacrifice of the powerful than the sacrifice of the innocent. Thus, rather than sacrifice the village maiden, he would choose the mayor or the village priest. If he chooses lesser victims, he must sacrifice two for every one powerful victim to maintain his power.
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