Tuesday, February 12, 2019

Mummy Paramount

Histephet, Mummy Paramount, Cleric of Set
CR 6                                                                                                                  XP: 2,400
Male human mummy cleric of Set 2/monk 1
LE Medium undead (augmented human)
Init +2; Senses Darkvision 60 ft.; Perception +17
AC 24, touch 16, flat-footed 22 (+8 natural, +2 Dex, +4 deflection)
HP 70 (6d12+3d8+18)
Fort +7, Ref +7, Will +13
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.; Resist evasion; turned/rebuked as a 9 HD undead
Speed 30 ft.
Melee unarmed strike +7 melee (1d6+3 plus mummy rot)
During Combat Histaphet 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 20
Feats Alertness, Combat Reflexes, Deflect Arrows, Leadership, Silent Spell
Skills Knowledge (religion) +6, Linguistics +6, Perception +17, Sense Motive +14, Stealth +14
Gear Monk's belt, ring of protection +1, potion of protection from elements (fire), potion of hiding.
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 (Ex) Convert spells to inflict spells of same level
Rebuke Undead (Su) 5/day You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
Domain Abilities (Ex) Death Domain -- 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. Destruction Domain -- Smite 1/day; make single melee attack at +4 to hit and +1 damage.
Spells (Ex) 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.
Leadership (Ex) Leadership score 11; 7th-level cohort, six 1st-level followers.
Histaphet 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. Histaphet 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.
Histaphet 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 Histaphet 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.
Histephet, Mummy Paramount, Cleric of Set Midlevel
CR 11                                                                                                       XP: 12,800
Male human mummy cleric of Set 4/monk 4
LE Medium undead (augmented human)
Init +2; Senses Darkvision 60 ft.; Perception +27
AC 27, touch 19, flat-footed 25 (+8 natural, +2 Dex, +7 deflection)
HP 93 (6d12+8d8+18)
Fort +10, Ref +9, Will +18
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.; Resist evasion; turned/rebuked as a 14 HD undead
Speed 40 ft.
Melee Unarmed strike +12/+7 melee (1d8+3 plus mummy rot)
During Combat Histaphet 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 28
Feats Alertness, Combat Reflexes, Deflect Arrows, Fists of Iron, Leadership, Silent Spell
Skills Knowledge (religion) +6, Linguistics +15, Perception +27, Sense Motive +18, Stealth +17
Gear Ring of elemental resistance (major, fire, 30 points of protection), monk's belt, ring of protection +2, periapt of wisdom +2.
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 (Ex) Convert spells to inflict spells of same level
Rebuke Undead (Su) 5/day You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
Domain Abilities (Ex) Death Domain -- 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. Destruction Domain -- Smite 1/day; make single melee attack at +4 to hit and +4 damage.
Spells (Ex) 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.
Leadership (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) At 4th level or higher, 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 (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
Histaphet 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. Histaphet 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.
Histaphet 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 Histaphet 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.
Histephet, Mummy Paramount, Cleric of Set Highlevel
CR 16                                                                                                     XP: 76,800
Male human mummy cleric of Set 7/monk 7
LE Medium undead (augmented human)
Init +6; Senses Darkvision 60 ft.; Perception +31
AC 37, touch 23, flat-footed 31 (+8 natural, +6 Dex, +7 deflection, +6 armor)
HP 120 (6d12+14d8+18)
Fort +12, Ref +19, Will +24
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.; Resist evasion; turned/rebuked as a 23 HD undead
Speed 40 ft.
Melee Unarmed strike +15/+10/+5 melee (1d8+3 plus mummy rot)
During Combat Histaphet 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 +10; CMB +13; CMD 36
Feats Alertness, Combat Casting, Combat Reflexes, Deflect Arrows, Fists of Iron, Improved Trip, Leadership, Silent Spell, Turn Resistance
Skills Knowledge (religion) +8, Linguistics +24, Perception +31, Sense Motive +25, 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).
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 (Ex) Convert spells to inflict spells of same level
Rebuke Undead (Su) 5/day You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
Domain Abilities (Ex) 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.
Spells (Ex) 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.
Leadership (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) At 4th level or higher, 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 (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
Purity of Body (Ex) Immune to disease, but already is immune to disease because he is undead
Histaphet 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. Histaphet 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.
Histaphet 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 Histaphet 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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