Scarab-Plague Mummy: Difference between revisions
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Revision as of 14:55, 4 February 2021
Scarab-Plague Mummy (Villain; CR 17)
Lawful Evil - Medium - Undead |
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Lore: | Know (Religion) | ||
33 | 50 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
41 | +31 |
Passive | Active |
Ambush: |
9+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 120 ft.
Defense
AC |
Man Def |
Monster Health | ||
2,444 | 1,222 | 32 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +19 |
Refl: | +15 |
Will: | +14 |
Strong Against:
- (Villain Role) Immunity (partial 7): Villains are immune to the first seven conditions applied to them during an encounter. If an eighth condition is applied to a villain, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
- (Undead 1) Immune (no effect): diseases (infected, diseased, blighted), poisons (tainted, poisoned, blighted), ability damage (dilution, damage, drain), and essence damage (suppression, omission, destruction)
- (Undead 2) Immune (no effect): bleeds (bruised, bleed, ruptured), fatigued, exhausted
- (Undead 3) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
- (Undead 4) Immune (no effect): any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Weak Against:
- Vulnerable (1.5x damage): positive (energy, uncommon)
Offense
Standard Attack (Melee):
Full Attack (Melee):
Standard Attack (Ranged):
- 1x Abrading Acid Ray +29 vs. AC (always hits on a 17+ on the die) (5d10+41/x2)
as acid (energy, common)
(Increment: 200 ft.; Max Range: 200 ft.)
plus: Collapsing Scuttle
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
21 |
STR |
16 |
DEX |
26 |
CON |
15 |
INT |
27 |
WIS |
20 |
CHA |
Skills:
- Intimidate: 30
- Perception: 31
- Sense Motive: 29
- All other skills: 23 (no ranks)
Languages: Common, Thanic
Feats:
- Mobility (EFFECT: +4 AC against attacks of opportunity from movement)
Special Abilities
Collapsing Scuttle (Su) |
If a mummy hits with their Abrading Acid Ray ranged touch attack, they may immediately collapse into a pile of scarabs, re-forming adjacent to the target they struck. This is resolved as a free action Lesser Teleport (requires line of sight and line of effect to the target). The mummy's destination space must be unblocked and unoccupied, except by any scarab swarms which might be in the area. The mummy may use this ability no more than once per round, even with the use of action points. |
Summon Scarab Swarm Minions (Su) |
Once per round as a free action during its turn, the mummy can summon a number of Scarab Swarm Minions equal to the total number of enemies present into any space within 50 feet of the mummy's space. The swarms can be summoned into occupied spaces, but not blocked spaces. If there are already scarab swarm minions present, the mummy can only summon additional scarab swarm minions sufficient to bring the total up to the number of enemies present in the encounter. At no time may more scarab swarm minions be present than the total number of enemy creatures present. "Enemies present" does not include familiars, animal companions, or summoned monsters, but does include henchmen, mercenaries, or other NPC's that are within at least 5 levels of the player characters. This ability can never be used more than once per round, even with action points.
|
Mummy Rot (Su) |
Any creature struck by the mummy's Caustic Touch melee touch attack must also make a Fort save, DC 27 or suffer 1d4+1 points of WIS Drain and a -2 penalty to Will saves until the end of the encounter. Creatures that succeed on their saving throw reduce this WIS damage by half, and suffer no penalty to their Will saves. The saving throw penalty can be removed via a Remove Curse (Cleric Spell), or by allowing it to fade at the end of the encounter. Ability drains persist until healed. |
Blasphemous Curse (Su, Fear) |
As a swift action, the mummy can designate up to two enemies within 50 feet of its space and bestow a blasphemous curse upon each of them. Targeted creatures must succeed on a Will save, DC 29, or become Slandered. Creatures who succeed on the save are unaffected, and cannot be affected again this round. Those who fail the save are cursed. Because of the supernatural nature of this attack, the Slandered condition cannot be ended as described in its 'ended-by' section. Instead, it can either be allowed to expire on its own, at the end of the Mummy's next turn, or it can be removed with a Remove Curse, Greater Restoration, Wish, or Miracle spell, or similar effect.
|
Scarab-Plague's Spread (Su) |
Each time the mummy is reduced to zero or fewer hit points, the mummy is not slain, but instead collapses into a mound of scarabs. Immediately upon being reduced to zero or fewer hit points, all creatures within 20 feet of the mummy's space, as well as any enemies currently sharing a space with one or more scarab swarm minions, suffer 5d8+29 points of piercing (physical, common) damage, as the scarabs lash out reflexively in response to the mummy's turmoil. Creatures may make a Reflex save, DC 27, for half damage.
|
Two Steps Ahead (Ex; Villain Role) Auto Upon Death |
The first time in an encounter that a Villain is reduced to zero or fewer hit points, three things immediately happen, granting a rare glimpse at this foe's true cunning:
At the start of the Villain's next turn, the villain can appear either in any space that has at least partial cover from all enemy creatures (e.g., around a nearby corner), or in a space where one of its minions currently stands. If the latter option is chosen, the minion is killed to make room for its master. At that time, any conditions the Villain was suffering under are immediately cleared, all accumulated efforts to pierce its condition immunity are removed, and its hit points are set to half its normal maximum (1,222 hit points). Once this has occurred, the Villain's immunity to damage expires, and it may perform its turn as normal. The Villain is killed for good the second time its hit points are reduced to zero or less. |
Surrounded By Idiots (Ex; Villain Role) Free Action 1/Rnd |
Up to once per round as a free action during their turn, a Villain may summon four minions, placing them in any unblocked space the Villain can perceive, as long as the space is large enough for the minion to occupy without squeezing. Any time this special ability is used and the total number of summoned minions present would exceed eight, it only summons enough minions to bring the total to eight. Of course, any minion that is killed reduces the number of minions present... |
Keep Your Friends Close (Ex; Villain Role) Immediate Action |
Once per round as an immediate action, the Villain may apply all of the damage of a single attack just made against them to a single ally within 30 feet of their space, instead. The Villain takes no damage from the attack, and any secondary effects of the attack (such as status conditions) are resolved against the allied creature instead. This ability may never be used more than once per round. If the Villain has no allies within 30 feet, they cannot use this ability. |
Alpha Assault (Ex; Villain Role) Always On |
A Villain may expend up to two action points in the same round. |
Scarab-Plague Mummy
This creature possesses the Villain role, and therefore counts as 4 monsters for purposes of encounter size, XP award, and treasure.Mummies are undead remnants of fallen kings, lesser gods, and greater spirits, whose bodies have been preserved in such a way as to maliciously entrap their souls. This entrapment leaves the spirit in a state of eternal torment and agony. As a result, all mummies possess a rage that rivals the most abused demon or maligned dragon, as well as making them just a little bit insane.- Despite this boundless fury and dangerously-impaired sanity, mummies seek to expand their kingdoms and subjugate masses of new followers and worshipers, preferably after turning all of these followers into undead. Their need to command and rule outlives their bodies and follows them into unlife. Most mummies, in fact, commanded their mummification as their final edict in life, knowing that eternal torment would follow, but also knowing they could perpetuate their rule for all eternity.
- Mummies tend to play the long game, using their immortality to their advantage. The plots and dealings of a mummy can be felt across continents, but usually after decades or centuries of planning, subtle moves, and sly inveiglements into the lives and societies of those they would corrupt.
- Anyone who has tangled with a mummy, or heard legends of their terrors, has also heard of their curse. All mummies can bestow a curse upon their foes, but each mummy's curse is different, with one exception: cursed foes can be used to fuel the mummy's own health if the mummy sustains too much damage.
- Scarab-plague mummies are especially foul specimens of mummies, having allowed their body to become host to a nearly-limitless swarm of scarab beetles. These beetles explode out of the mummy as it fights, attacking all who would dare challenge their master. The scarabs have a unique metabolism, in that they can lie dormant within the mummy for many years without needing to feed on anything other than the mummy itself.Scarab-Plague Mummys are frequently associated with Jade Scarab Swarms. These creatures can often be found together.
Combat Tactics
Scarab-Plague Mummies will not shy away from combat. They will get into the middle of things, using a ranged attack combined with Collapsing Scuttle, use a swift action to curse two nearby enemies, use a free action to summon some minion scarab swarms, then then use an action point to make a full attack action.
- In the following round, they will also use their action point, either to make another ranged attack with Collapsing Scuttle (to reposition themselves), or to spread their curse further.
- The mummy must prioritize keeping at least one enemy cursed at all times, lest they become vulnerable to destruction. Ideally, they will keep at least two enemies cursed, since their resurrection relies on a (second) failed saving throw. Given that the curse only lasts a single round each time it is used, the mummy will sacrifice full attacks or action points as needed to ensure that enemies are cursed, if they are getting low on hit points.
- Because mummies are vulnerable to positive energy damage, they are more delicate than most villains. However, the combination of Slandered, which reduces an enemy's damage output, and WIS damage inflicted by Mummy Rot, which reduces the amount of healing an enemy can receive, they are still fierce opponents, more than capable of destroying their enemies. All that said, they are quite smart, and will make use of Collapsing Scuttle to retreat, if their curses are constantly being resisted, and true destruction looks imminent.
Out of Combat
Scarab-Plague Mummies, like all mummies, are plotters, willing to suborn governments, coerce, blackmail, or threaten influential people in order to move closer to that moment when they slay everyone in the nearby lands, and bring them back as a new-born army of eternally loyal undead. Mummies often make use of death knights, skeletons, zombies and other undead, in order to provide security for their temples, tombs, or keeps.
- Mummies are not bound to their tombs, though they prefer environments that are grandiose and of suitable quality to befit their majesty. They often take up residence close to population centers, lying in wait for their many plans to come to fruition.
- Mummies are pseudo-divine creatures (like some dragons), and are sometimes able to bestow cleric-like spells and abilities to their most loyal followers.Die Another Day (Villain Role)
Villains often live to fight another day. In most encounters, a villain shouldn't even be present. However, in those encounters that include villains, GM's should strive to set up the fight in a way that the PC's can achieve victory without actually needing kill the villain. This can include saving imperiled civilians from some dastardly trap, stopping a horrible ritual, or retrieving the McGuffin before the villain can, etc. GM's are cautioned that having a villain escape 'just because' is often very frustrating for players. However, if they escape because the players were busy doing something else, that's usually seen as reasonable.
Rewards
XP: 409,600 (Villain role included.)
Treasure: Sellable Goods worth 205,778 gp.
- Weight: 680 lbs. Volume: 27.2 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
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1 - 5 | Nothing Found |
6 - 10 | 1 Languid Remnant (tier 1) |
11 - 14 | 1 Pale Remnant (tier 2) |
15 - 17 | 1 Bright Remnant (tier 3) |
18 - 20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
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1 | 5 Languid Remnants (tier 1) |
2 - 5 | 5 Pale Remnants (tier 2) |
6 - 10 | 1 Intense Remnant (tier 4) |
11 - 14 | 1 Blazing Remnant (tier 5) |
15 - 17 | 1 Vital Remnant (tier 6) |
18 - 20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
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1 | 5 Bright Remnants (tier 3) |
2 | 5 Intense Remnants (tier 4) |
3 - 6 | 5 Blazing Remnants (tier 5) |
7 - 10 | 5 Vital Remnants (tier 6) |
11 - 14 | 1 Prime Remnant (tier 7) |
15 - 17 | 1 Mythic Remnant (tier 8) |
18 - 20 | 1 Empyrean Remnant (tier 9) |