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False Mummy
A tall and gaunt figure tightly wrapped in yellowed linens.
CR 3; XP 800
N Medium Construct
N Medium Construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +2
Defense
AC 15, touch 10, flat-footed 15 (+5 natural)
hp 31 (2d10+20); rebind self
Fort +0; Ref +0; Will +2
AC 15, touch 10, flat-footed 15 (+5 natural)
hp 31 (2d10+20); rebind self
Fort +0; Ref +0; Will +2
Defensive Abilities channel backlash; Immune construct traits
Offense
Speed 30 ft.
Speed 30 ft.
Melee 2 slams +6 (1d4+4)
Statistics
Str 18, Dex 10, Con —, Int —, Wis 15, Cha 15
Base Atk +2; CMB +6; CMD 16
Str 18, Dex 10, Con —, Int —, Wis 15, Cha 15
Base Atk +2; CMB +6; CMD 16
Skills Perception +2, Stealth +0 (+20 when staying motionless)
SQ death aura
Ecology
Environment ruins, graveyards
Organization solitary, pair or squad (3–6)
Treasure incidental (fake jewelry)
Special Abilities
Environment ruins, graveyards
Organization solitary, pair or squad (3–6)
Treasure incidental (fake jewelry)
Special Abilities
Channel Backlash (Su) A false mummy exposed to channeled positive or negative energy used to harm undead, turn undead, rebuke undead, or control undead, wherever it was caught in an area effect or targeted directly, causes a mystical backlash dealing 2d6 points of damage to the creature that channeled the energy (DC 13 Will save to negate). The saving throw DC is Charisma-based.
Death Aura (Su and Ex) A false mummy registers as having a moderate undead aura to detect undead spells and effects. Knowledge checks made to identify a false mummy have their DC increased by 10.
Rebind Self (Su) When there are no intruders around, a false mummy with access to clay and linen stored within specially marked vessels will automatically spend one hour using those supplies to repair all damage suffered.
False mummies are decoys made to thwart necromancers and tomb robbers seeking to steal mummified bodies. They are made of wooden skeletal frame covered in plaster and bound tightly with linen bandages, in a semblance of an actual mummy.
When a false mummies guard tombs that aren't forgotten or abandoned yet, the keepers, either the family, or priests of mortuary deities, or more rarely a civil magistrate responsible for upkeep of graves, might occasionally check on the tombs and leave fresh jars of clay and bales of linen in ritually marked vessels so the false mummies can repair damage suffered while dealing with intruders.
Monstrous False Mummy (CR 5) is a fake mummy of a sacred animal, such as a lion, a bull, a crocodile, or a hippopotamus. It is a Large Construct with 4 HD, 52 hp, AC 18, Fort +1, Ref –1, Will +3, Atk bite +9 (2d8+9), CMB +11, CMD 20 (24 vs trip), with its channel backlash ability dealing 4d6 points of damage and stunning the channeler for 1 round (DC 14). They lack the ability to rebind their bodies, but are often accompanied by humanoid (or ape)-shaped false mummies that are programmed to repair them, though it takes four mummy-hours of work.
Constructing False Mummy
The creator has to start with a wooden frame, and cover it with fresh plaster and linens.
CL 12th; Price 5,000 gp (15,000 gp for monstrous false mummy)
Requirements Craft Construct, eagle's splendor, gentle repose; Skill Craft (carpentry, pottery, or sculptures) DC 20 (25 for monstrous false mummy); Cost 2,500 gp (7,500 gp for monstrous false mummy).
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