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Cursed KingCreature 10


CE​Medium​Mummy​Undead​
Source Pathfinder Lost Omens: Impossible Lands
Perception +20 (darkvision)
Languages Necril, Plus Any Two Ancient Languages (can't Speak)
Skills Athletics +23, Intimidation +17, Stealth +17
Str +7, Dex +3, Con +4, Int -4, Wis +4, Cha +3

AC 29; Fort +20; Reflex +20; Will +16;
HP 210 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Fire 10

Jaws One Action +23 (+18, +13) to hit 2d12+13 Piercing

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.

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.

Deadly Pursuit Reaction

Trigger A creature within the cursed king's reach attempts to move away


Effect The cursed king Strides up to its Speed, keeping the creature within reach until the creature stops or the cursed king has moved its full Speed. If the creature is still within reach, the cursed king makes a jaws Strike against it.

False Authority (aura, emotion, fear, mental)

30-foot emanation Aura

When a creature enters or ends its turn within the cursed king's aura, it must attempt a DC 26 will save. If it fails, it becomes Frightened 2. If it critically fails, it's cowed into submission; in addition to becoming frightened 2, it must use its first action on its turn to kneel or flee from the cursed king. A creature who succeeds at its saving throw becomes immune to the king's false authority for 24 hours.

Usurper's Curse (curse)

When a creature slays a cursed king, it must attempt a DC 29 will save. On a failure, it suffers the effects of the usurper's curse.

Berserk

At the beginning of each of its turns in combat, a cursed king must attempt a DC 2 flat. If it succeeds, the DC increases by 1. If it fails, it immediately goes berserk, becoming mindless for the rest of its turn, immune to all mental effects, and attacking the nearest creature it can reach. While it's berserk, each of its unarmed attacks gain the deadly d8 trait. At the end of a turn it failed this flat check or whenever the combat encounter ends, the DC resets to 2.

Usurper's Curse (curse, necromancy, polymorph)

DC 30 will saving throw. On a failure, the creature who killed the cursed king becomes Stupefied 1. On a critical failure, it becomes Stupefied 2. As long as that creature remains cursed, it can't remove or decrease the value of the stupefied condition in any way. Afflicted creatures must attempt the saving throw again every 24 hours, increasing the stupefied condition by 1 on a failure or 2 on a critical failure. If the condition ever increases past Stupefied 4, they transform, body and mind, into the same animal as the cursed king's head, similar to the critical failure effect of Baleful Polymorph.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


A cursed king is a grotesque mockery of ambition. When treasonous advisors, false prophets, and rebel leaders are captured by evil rulers, they're subjected to all manner of torture and humiliation before their eventual executions. But the cursed king isn't even granted dignity in death, as after their beheading, a desiccated animal head is sewn onto their neck. These horrific mummies are then dressed in fine linens and jewelry befitting royalty—a permanent warning of what happens to those who seek to rise above their station.

A cursed king is bound in servitude to the ruler against whom they once fought, forced to act as a bodyguard. Even the death of their maker gives no reprieve, as they guard the true monarch's tomb forever.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.