🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Mummy Prophet Of SetCreature 13


Uncommon​NE​Medium​Mummy​Undead​
Source Pathfinder Book of the Dead
Perception +23 (darkvision, sand vision)
Languages Necril, Any Two Languages They Knew While Alive
Skills Arcana +23, Deception +25, Intimidation +27, Occultism +25, Religion +27, Society +23, Stealth +23
Str +5, Dex +4, Con +5, Int +6, Wis +8, Cha +6

AC 33; Fort +22; Reflex +21; Will +25;
HP 250 (negative healing)
Speed 20 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Fire 15

Spear One Action +25 (+20, +15) to hit (magical) 3d6+11 Piercing
Fist One Action +24 (+20, +16) to hit (agile) 3d4+11 Bludgeoning
Spear One Action +24 (+19, +14) to hit (magical, thrown 20) 3d6+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 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.

Great Despair (aura, divine, emotion, enchantment, fear, incapacitation, mental)

30 feet Aura

Living creatures are Frightened 1 while in an mummy prophet'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 31 will save (after taking the penalty from being frightened) or be Paralyzed for 1d4 rounds. The creature is then temporarily immune for 24 hours.

Sand Vision

The prophet ignores the Concealed condition from particles of sand and dust in the air.

Breath of Sand Two Actions (concentrate, divine, earth, evocation, negative)

Requirements The prophet's Sandstorm is active


Effect The prophet inhales its Sandstorm, suppressing the effect until the end of the prophet's next turn. It then exhales a 120-foot cone of negatively charged sand that deals 7d6 negative and 7d6 slashing damage (DC 33 basic reflex).

Channel Rot (divine, necromancy)

The mummy prophet of Set can deliver devastating rot through melee weapons they wield.

Sand Form Two Actions (concentrate, divine, earth, polymorph, transmutation)

Frequency once per day


Effect The prophet loses their coherent from and becomes an animated pile of sand. While in this form, the prophet gains resistance 10 to physical damage and is immune to precision damage. They can't cast spells, activate items, or use actions that have the attack or manipulate trait. They gain a fly Speed of 40 feet and can slip through tiny cracks. This lasts for 5 minutes, and the prophet can Dismiss the effect.

Sand Rot (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 sand rot turns to sand and can't be resurrected except by a 7th-level Resurrect ritual or similar magic

Saving ThrowDC 31 fortitude


Stage 1 carrier with no ill effect (1 minute)

Stage 2 12d6 negative damage, Clumsy 1, and Stupefied 2 (1 day)

Sandstorm Three Actions (conjuration, divine, earth)

Frequency once per day


Effect The mummy creates a temporary sandstorm in a 30-foot emanation that lasts for 1 minute. Creatures within the emanation take a -4 circumstance penalty to Perception checks and must succeed at a DC 33 fortitude save or be forced to hold their breath or start suffocating. A creature within the sandstorm at the end of its turn takes 2d6 negative and 1d6 slashing damage.


Divine Prepared Spells (DC 33, +25 to hit)

Cantrips (7th Level): Chill Touch, Detect Magic, Divine Lance, Guidance, Shield
1st Level: Fear, Harm, Penumbral Shroud, Ray of Enfeeblement
2nd Level: Death Knell, Resist Energy, See Invisibility
3rd Level: Blindness, Chilling Darkness, Crisis of Faith, Cup of Dust
4th Level: Air Walk, Divine Wrath, Freedom of Movement
5th Level: Shadow Blast, Wall of Flesh
6th Level: Disintegrate
7th Level: Eclipse Burst


In ancient Osirion, worshipers completely devoted to the evil god Set often underwent a mummification process to serve as his prophets after their death.


The versatility of mummification allows the creation of mummies through a wide range of methods—nature, ritual, alchemy, and combinations of all these.


Traits

Uncommon

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.