Equendia

Level 11
Creature· coldUniqueMediumRemaster
AC
31
HP
175
Speed
20 ft.
Perception
+21
Fort
+22
Ref
+21
Will
+21
Immunities bleed, cold, death-effects, disease, paralyzed, poison, unconscious
Weaknesses fire 10
Languages common, dwarven, elven, hallit, necril, skald
Senses darkvision
Skills athletics +22, deception +22, occultism +22, survival +21, arcana +20
Recall Knowledge DC 38 (religion)

Attacks

Melee Fist +24 (agile, magical, unarmed), Damage 2d8+13 bludgeoning plus 1d6 cold
Melee Composite Longbow +22 (deadly-d10, magical, propulsive, reload 0 ft., volley 30 ft.), Damage 2d6 + 13 piercing

Abilities

Great Despair

30 feet. Living creatures are Frightened 1 while in Equendia'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 27 will save (after taking the penalty from being frightened) or be Paralyzed for . The creature is then temporarily immune for 24 hours.

Effect: Despair

Snow Vision

Equendia ignores the Concealed condition from falling snow.

Void Healing
Blackfrost Rot

This affliction can't be reduced below stage 1, nor the damage from it healed, until successfully treated with Cleanse Affliction or a similar effect; the affliction can then be removed as a normal disease. A creature that dies from cold damage while cursed with blackfrost rises as a blackfrost dead after 24 hours. Blackfrost has a counteract rank of 10.

Saving Throw DC 30 fortitude

Stage 1 4d6 cold (1 minute)

Stage 2 weakness to cold 5 and Drained 1 (1 day)

Stage 3 weakness to cold 10 a

Frozen Breath◆◆

Equendia exhales a 60-foot area of icy shards that deal 6d6 cold 6d6 slashing (DC 30 reflex). She can't use Frozen Breath again for .

Hissing Command

Equendia utters a swift command in Necril to strike at adjacent enemies. Any blackfrost zombies within 30 feet can use a reaction to attempt a melee Strike.

Invasive Blackfrost

If a gatewalker is critically hit by any of Equendia's Strikes, the wound takes on an unnerving blackened appearance, as if from advanced frostbite or charring. For the next 24 hours, the gatewalker is no longer immune to blackfrost.

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.