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Bog Mummy CultistCreature 9


Rare​LE​Medium​Mummy​Undead​
Source Pathfinder Kingmaker
Perception +19 (darkvision, tremorsense (imprecise) 30 feet)
Languages Common, Necril
Skills Athletics +19, Stealth +18
Str +6, Dex +3, Con +4, Int +0, Wis +6, Cha +3

AC 28; Fort +19; Reflex +16; Will +21;
HP 135 (negative healing)
Speed 20 feet (burrow 15 feet)
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Cold 10
Resistances Cold 5, Fire 10

Fist One Action +19 (+15, +11) to hit (agile) 2d8+10 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Tremorsense (Imprecise) 30 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Breath of the Bog (aura, divine, enchantment, mental)

30 feet Aura


A creature that begins its turn within the area feels as if its lungs were filling with water and must succeed at a DC 25 fortitude save or be unable to speak or breathe. The creature can still hold its breath and can attempt a new saving throw at the end of its turn.

A creature that succeeds is temporarily immune to breath of the bog for 24 hours.

Rejuvenation (divine, necromancy)

Unless the damage that destroys a bog mummy cultist is positive damage, necromantic energies rebuild its body from swamp muck 1 week later. If the uncompleted body is destroyed during that time, the process starts anew. Anyone who succeeds at a DC 26 religion check to Recall Knowledge realizes that a consecrate ritual performed on the site that a bog mummy cultist was destroyed prevents its rejuvenation, the way positive damage prevents the rejuvenation from occurring.

Rise Up Reaction

Trigger A creature walks on top of a bog mummy cultist that lies buried in the mud or peat below

Requirements Initiative has not yet been rolled


Effect The bog mummy automatically notices the creature and Burrows before rolling initiative.

Bog Rot (curse, disease, divine, necromancy, negative)

This affliction can't be reduced below stage 1, nor can the damage from it be healed, until it's successfully treated with remove curse or a similar effect; the affliction can then be removed as normal for a disease. A creature killed by bog rot melts into a noxious sludge and can't be brought back to life except by a 7th‑level Resurrect ritual or similar magic

Saving Throw DC 28 fortitude

Stage 1 carrier with no ill effect (1 minute)

Stage 2 3d6 negative damage and Clumsy 1 (1 day)


Divine Innate Spells (DC 28, +20 to hit)

Cantrips (5th Level): Divine Lance
1st Level: Grim Tendrils
3rd Level: Crisis of Faith
4th Level: Divine Wrath


The cultural practice of mummifying the dead is not the only way a body can become preserved, nor is it the only route that gives rise to these disease-spreading undead monstrosities.

Bog mummies (also called peat mummies or mire mummies) rarely, if ever, leave their marshy realms. Less powerful than their more notorious artificially preserved kin, bog mummies are preserved not by agents introduced during rituals but by the natural elements present in the airless, acidic morass of a peat bog or muddy swamp. While corpses preserved in this manner can certainly rise from the mire as bog mummies as the result of a curse by fell powers or the directed influence of a necromancer, the vast majority of them animate from a seething need for vengeance or to pursue some dire agenda left unfinished at the time of death-often because the creature was slain or otherwise betrayed. The nature of tthis emotional tie to life and the emotional power of the deceased compel unlife beyond death, while the preservative qualities of the bog within which the body was disposed of does the rest.

Although most bog mummies are motivated by vengeance, many fulfill their dark yearnings with general violence. Filled with wrath and hatred for the living, they mercilessly attack any living creatures that dare to venture into their dismal domains. Their agonized moans echo over their putrid homes, driving away most natural life dwelling therein and often alerting travelers to the potential danger that lies beneath the surface.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.