Scarab-Plague Mummy: Difference between revisions
No edit summary |
No edit summary |
||
Line 416: | Line 416: | ||
<!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank --> | <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank --> | ||
| Override-Ranged-Atk--Std-Atk-Qty = | | Override-Ranged-Atk--Std-Atk-Qty = 1 | ||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) | <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) | ||
if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> |
Revision as of 22:32, 30 December 2017
Scarab-Plague Mummy (Villain; CR 17)
Lawful Evil - Medium - Undead |
---|
Lore: | Know (Religion) | ||
33 | 50 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
41 | +31 |
Passive | Active |
Ambush: |
9+ |
on a d20 |
Senses:
Movement Types:
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
Offense
Standard Attack (Melee):
- 1x Caustic Touch +25 (5d10+41/x2)
as undefined damage type
as acid damage, plus Mummy Rot - 1x Crawling Infestation +25 (5d6+17/x2)
as undefined damage type
Full Attack (Melee):
- 2x Caustic Touch +25 (5d10+41/x2)
as undefined damage type
as acid damage, plus Mummy Rot - 4x Crawling Infestation +25 (5d6+17/x2)
as undefined damage type
Standard Attack (Ranged):
- 1x Abrading Acid Ray +25 (5d10+41/x2)
as undefined damage type
(Increment: 200 ft.; Max Range: 200 ft.)
as acid damage, 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 immediately collapse into a pile of scarabs, re-forming adjacent to the target they struck. This is resolved as a free action teleport. 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 Swarms (Su) |
Once per round as a free action, the mummy can summon up to four scarab swarm minions 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 (usually PC's) present. This ability can never be used more than once per round, even with action points, and each use only summons a maximum of four scarab swarm minions.
|
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 damage. Successful saving throws reduce this WIS damage by half. |
Curse of Unceasing Despair (Su) |
As a swift action, the mummy can designate one enemy within 50 feet of its space and bestow a curse upon it. That creature must succeed on a Will save, DC 28, or become Slandered. Creatures who succeed on the save are unaffected this round. |
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. As an immediate action, 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 slashing (physical) damage, as the scarabs lash out reflexively in response to the mummy's turmoil.
|
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, and then make use of full attacks to destroy their enemies. They will use their action points in the first and second rounds, to make additional attacks, or lay an additional curse. They can also time the summoning of their scarab swarm minions to ensure that they are immediately positioned to attack on their initiative.
- 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 their vulnerability to positive energy damage, and lack of DR or ER, scarab-plague mummies are more vulnerable to being slain than most villains. That said, their Mobility feat means they can move around the battlefield with some freedom, if they need to.
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 newborn 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.
- It is important to note that mummies are not bound to their tombs. They often take up residence close to population centers, lying in wait for their many plans to come to fruition.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 | |
---|---|
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 | |
---|---|
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 | |
---|---|
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) |