Equendia
Level 11Attacks
Abilities
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
Equendia ignores the Concealed condition from falling snow.
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
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 .
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.
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.