Ice MummyCreature 8
Source Pathfinder Book of the Dead
Perception +16 (darkvision, snow vision)
Languages Common, Necril, Plus Any Two Languages They Knew While Alive
Skills Deception +18, Intimidation +16, Occultism +17, Stealth +17
Str +5, Dex +3, Con +2, Int +5, Wis +4, Cha +6
AC 26; Fort +16; Reflex +13; Will +18;
HP 130 (negative healing)
Speed 20 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Fire 10
Resistances Cold 10
Staff +20 (+15, +10) to hit (magical, two hand d8) 2d4+7 Bludgeoning + 1d6 Cold
Fist +19 (+15, +11) to hit (agile, magical) 2d6+7 Bludgeoning + 1d6 Cold
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 HealingA 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.
Great Despair (aura, emotion, enchantment, fear, incapacitation, mental, occult)30 feet Aura
Living creatures are Frightened 1 while in an ice mummy's great despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave it. When a creature first enters the area, it must succeed at a DC 24 will save (after taking the penalty from being frightened) or be Paralyzed for 1d4 rounds. The creature is then temporarily immune for 24 hours.
Snow VisionThe ice mummy ignores the Concealed condition from falling snow.
Channel Rot (occult, necromancy)The ice mummy can deliver cold rot through melee weapons they wield.
Cold Rot (cold, curse, disease, divine, necromancy)This affliction can't be reduced below stage 1, nor can damage from it be healed, until successfully treated with Remove Curse or a similar effect. The affliction can then be removed as normal for a disease. A creature killed by cold rot turns to ice crystals and can't be resurrected except by a 7th-level Resurrect ritual or similar magic
Saving Throw DC 24 fortitude
Stage 1 Slowed 1 for 1 round, then carrier with no ill effect (1 minute)
Stage 2 5d6 negative damage plus 2d6 cold damage and Stupefied 2 (1 day)
Frozen Breath (cold, concentrate, divine, evocation)The ice mummy exhales a 60-foot cone of razor-sharp ice that deals 5d6 cold and 4d6 slashing damage (DC 26 basic reflex).
The ice mummy can't use Frozen Breath again for 1d4 rounds.
The cold of high places coupled with strong winds and less oxygen creates an effect that can preserve bodies, mummifying them through natural processes. Many are created deliberately by cults, and a rare few voluntarily transform.
The versatility of mummification allows the creation of mummies through a wide range of methods—nature, ritual, alchemy, and combinations of all these.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ColdEffects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.