NG Medium undead
Init +7, Senses Perception +19
AC 23, touch 13, flat-footed 20
hp 84
Fort +12, Ref +9, Will +18
Special Defenses DR 5/—; Immune undead traits, cold immunity, channel resist 4, Weaknesses vulnerable to fire
Speed 60 ft.
Melee axiomatic sickle +26 (1d6+11, +2d6 vs chaotic creatures), anarchic flail +26 (1d8+11 +2d6 vs lawful creatures)
Special Attacks: breath of death 30ft cone fort dc23, greater despair fort dc23
Spell-like Abilities:
At will — animal messenger, calm animals, command undead, heat metal, summon swarm
3/day — commune with nature, control winds, dominate animal, insect plague
1/day — control weather, creeping doom, earthquake, sunbeam
Str 28, Dex 16, Con — , Int 12, Wis 22, Cha 20
Base Atk +15; CMB +24; CMD 41
Feats: ally shield, bonded mind, distracting charge, duck and cover, escape route, paired opportunists, shake it off, suppress regeneration, swap places, trade initiative, fleet x6
Skills: bluff +28, climb +12, craft (linen) +4, diplomacy +28, disguise +8, heal +9, intimidate +38, knowledge (arcana) +9, knowledge (dungeoneering) +4, knowledge (nature) +4, knowledge (planes) +14, knowledge (religion) +24, perception +19, profession (king) +24, ride +6, sense motive +39, spellcraft +4, stealth +6, survival +19, swim +12
Languages:common, celestial
SPECIAL ABILITIES: sun domain, monster lore, stern gaze, cunning initiative, track, solo tactics, stalwart, exploit weakness, create spawn
GEAR Sickle of the Embalmed King, Flail of the Embalmed King, Deathmask of the Embalmed King; If all three are worn, embalmed court undead can be commanded, but unembalmed are shaken and must make a dc15 will save every minute or be convinced that they are dead.
Init +2; Senses Perception +13
AC 25, touch 15, flat-footed 22 (+2 deflection, +2 Dex, +1 dodge, +10 natural)
hp 81 (12d8+24)
Fort +6, Ref +10, Will +8; +4 vs. bardic performance, language-dependent, and sonic
Special Defenses dr 5/-, cold immunity, channel resistance +4, fire vulnerability
Speed 30 ft.
Melee +1 returning dagger +9/+4 (1d4/19–20) or mwk whip +9/+4 (1d3–1 nonlethal)
Ranged +1 returning dagger +12/+7 (1d4/19–20)
Special Attacks
bardic performance 31 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +4, inspire courage +3, inspire greatness, soothing performance, suggestion),
greater despair (Any creature within 100 feet of a dread mummy must succeed on a Fortitude save or be paralyzed by fear for 1d4 rounds. Once a creature recovers from the paralyzation effect, it remains staggered for 1 additional round. 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 mind-affecting fear effect. The save DC is Charisma-based.)
Breath of death (Once every 1d4 rounds, a dread mummy can breathe a 30-foot cone of tomb gas, sand, and dust. Each living creature in the area must succeed a Fortitude save or gain 1d4 negative levels. A creature killed by a dread mummy’s breath of death ability rises as a juju zombie or dread zombie in 1d4 rounds. A zombie created in this manner is under the command of its creator (as command undead spell) and remains so until either it or the creator is destroyed.)
Bard Spells Known (CL 12th; concentration +17)
1/day - control weather, creeping doom, earthquake, sunbeam
3/day - commune with nature, control winds, dominate animal, insect plague
4th (4/day) — freedom of movement, greater invisibility, modify memory (DC 20), rainbow pattern (DC 19)
3rd (5/day) — charm monster (DC 19), confusion (DC 19), glibness, lesser geas (DC 19), remove curse
2nd (6/day) — alter self, calm emotions (DC 18), darkness, heroism, suggestion (DC 18)
1st (7/day) — charm person (DC 17), cure light wounds (DC 16), disguise self, hypnotism (DC 17), lesser confusion (DC 17), unseen servant
0th (at will) — dancing lights, daze (DC 16), detect magic, light, message, prestidigitation, animal messenger, calm animals, command undead, heat metal, summon swarm
N Tiny animal (swarm)
Init +7; Senses low-light vision, scent; Perception +5, darkvision 60
AC 20, touch 16, flat-footed 16 (+3 Dex, +1 dodge, +2 size, +4 natural)
hp 48 (8d8+8)
Fort +7, Ref +9, Will +2
Defensive Abilities swarm traits, dr 5/-, fire vulnerability
Speed 20 ft.
Melee swarm (3d6 plus distraction)
Space 10 ft.
Special Attacks distraction (DC 17), frightful presence 30ft 1d6 rounds, burst of vengeance (2/day haste/1 round)
Str 8, Dex 16, Con - , Int 2, Wis 10, Cha 8
Base Atk +6; CMB — ; CMD —
Feats Ability Focus (distraction), Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +8, Climb +12, Perception +5, Stealth +24
cr 5 medium undead colossal mob
init +0, senses darkvision 60 perception +16
aura despair 30 ft, paralyzed 1d4 rounds, will dc 16
ac 20, touch 10, flat-footed 20
hp 250
fort +4, ref +2, will +8
Special Defenses dr 5/-, immune undead traits, weaknesses vulnerable to fire
speed 20
melee mob 5d6 + mummy rot (fort dc 16, onset 1 minute, freq 1/day, 1d6 con and 1d6 cha)
str 24, dex 10, con - , int 6, wis 15, cha 15
base atk +6, cmb +13, cmd 23
feats power attack, toughness, skill focus (perception), weapon focus
skills perception +16, stealth +11