Iroran MummyCreature 10
Source Pathfinder Book of the Dead
Perception +21 (darkvision)
Languages Necril, Any Two Languages They Knew While Alive
Skills Acrobatics +25, Athletics +21, Lore +25, Religion +21
Str +5, Dex +7, Con +4, Int +0, Wis +5, Cha +3
AC 31; Fort +18; Reflex +21; Will +21;
HP 190 (negative healing)
Speed 30 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Fire 10
Fist +23 (+19, +15) to hit (agile, finesse, magical, nonlethal, unarmed) 2d10+11 Bludgeoning
Shuriken +23 (+19, +15) to hit (agile, thrown 20) 2d4+11 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 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.
Aura of Peace (aura, divine, emotion, enchantment, incapacitation, mental)30 feet Aura
When a creature enters or starts its turn in the aura, it's affected by Calm Emotions for 1 minute, with a DC 27 will save. A creature that succeeds at the save is temporarily immune for 24 hours. If the Iroran mummy takes a hostile action, the aura of peace is suppressed and its effects end for anyone already affected. The Iroran mummy must spend 10 minutes in meditation to restore the aura.
Robe Tangle (divine, move, transmutation)Trigger An adjacent creature misses the Iroran mummy with a melee Strike
Effect The mummy swaps positions with the attacker, and the attacker becomes Grabbed by the mummy's animated sash. The Escape DC is 29, the Force Open DC is 27, and a creature can sever the sash by hitting AC 27 and dealing at least 20 slashing damage. The mummy can't use this reaction again until they've Interacted to reclaim the sash.
Stunning FlurryFrequency once per round
Effect The Iroran mummy makes two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses, and the target must succeed at a DC 29 fortitude save or be Stunned 1 (or stunned 3 on a critical failure); this save has the incapacitation trait.
Monk Ki Spells (DC 29, +21 to hit)
1st Level: Ki Rush, Ki Strike
3rd Level: Ki Blast
5th Level: Wind Jump
Some enlightened members of the Iroran faith, particularly monks, are so aware of their own bodily processes they can sense their approaching death from old age. Pinpointing the occurrence to the exact hour, a chosen few employ a method of self-mummification. These masters of life and death leave behind their bodies to watch over Irori's temples.
The versatility of mummification allows the creation of mummies through a wide range of methods—nature, ritual, alchemy, and combinations of all these.
Traits
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.