Quoppopak Mummy

Level 13
Creature· evilRareLargeLegacy
AC
32
HP
260
Speed
10 ft.
Perception
+24
Fort
+26
Ref
+21
Will
+24
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Weaknesses fire 15
Senses darkvision
Skills athletics +27
Other Speeds swim 35 ft.
Recall Knowledge DC 36 (religion)

Attacks

Melee Beak +27 (reach 10 ft., unarmed), Damage 3d10+14 piercing
Melee Tentacle +27 (agile, reach 15 ft., unarmed), Damage 3d8+14 bludgeoning
Melee Ventral Tube +27 (reach 10 ft.), Damage 1d6 bleed plus 3d6+14 slashing

Abilities

Attack of Opportunity (Tentacle Only)
Despair

30 feet. Living creatures are Frightened 1 while in a mummy guardian's despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 30 will save (after taking the penalty from being frightened) or be Paralyzed for 1 round. The creature is then temporarily immune for 24 hours.

Effect: Despair

Void Healing
Ignite Oil

Trigger The quoppopak mummy takes fire damage while it is above water


Effect The oil coating the mummy ignites. This fire does no additional damage to the mummy but does cause its melee Strikes to inflict an additional 1d6 fire damage. At the end of its turn, the mummy attempts a DC 10 flat; on a success, the fire goes out. The fire also goes out immediately if the mummy submerges in water.

Oil Rot

This disease and any damage from it can't be healed until this curse is removed. As the disease progresses, the creature's flesh grows leathery, while a foul-smelling oily layer spreads from painful splits in the dried skin. A creature killed by oil rot melts into a puddle of foul-smelling oil and can be resurrected only by a 7th-rank resurrect ritual or similar magic

Saving Throw DC 33 fortitude

Stage 1 carrier with no ill effect (1 minute)

Stage 2 10d6 void damage and Clumsy 2 (1 day)

Tentacle Stab

Frequency once per round


Effect The quoppopak makes two tentacle Strikes against the same creature. These Strikes deal piercing damage instead of bludgeoning, and the quoppopak can't Grab with them. Its multiple attack penalty doesn't increase until after both attacks.

Water Glide

The quoppopak can stand and move on the surface of water or other liquids without falling through. It can go underwater if it wishes, but it must Swim to do so.

Grab