|
|
ICE MUMMY
Medium-Size Undead (Cold) Hit Dice: 8d12 (52 hp) Initiative: +0 Speed: 20ft. AC: 19 (+9 natural) Attacks: Slam +10 melee Damage: Slam 1d6+5 plus Ice Withering Face/Reach: 5ft. by 5ft./5ft. Special Attacks: Despair, Ice Withering Special Qualities: Cold subtype, damage Reduction 10/+2, resistant to blows, Sense Warmth, SR 18, turn resistance +2, undead Saves: Fort +2, Ref +2, Will +9 Abilities: Str 20, Dex 10, Con -, Int 9, Wis 17, Cha 19 Skills: Hide +11, Listen +14, Move Silently +11, Spot +14 Feats: Ability Focus (Ice Withering), Weapon Focus (Slam)
_____________________________________________ Climate/Terrain: Any cold Organization: Solitary Challenge Rating: 7 Treasure: Standard Alignment: Always neutral evil Advancement: 9-16 HD (Medium-size); 17-24 HD (large)
An ice mummy is the corpse of an unfortunate person who froze to death and was buried under snow and ice, long forgotten. Though cold has thoroughly suffused its being, it still remembers what is was like to be warm and pursues this feeling endlessly, wrapping warm living beings in an embrace of death as it futilely tries to suck the warmth out of them. Ice mummies do not resemble normal mummies because they died by accident and received no burial. Instead of shrouds or bandages, ice mummies are usually dressed in the remains of (obviously ineffective) cold-weather clothing. The cold preserves the body quite well, and if an observer knew the ice mummy and life (unlikely due to their usually long imprisonment in ice), the mummy is somewhat recognizable, although shriveled and frozen. Ice mummies move slowly, but they are not as awkward as other mummies; they are simply frozen solid. An ice mummy can sense a warm creature from a significant distance away, and pursues such a creature immediately. It attacks the creature without a second thought, attempting to hold on to it until it has frozen away, killed by the mummys infectious cold. It never abandons warm creatures, no matter what the odds. An ice mummy can usually speak at least one ancient language, but is generally not inclined to do so. It will only stop and parley with creatures who are as cold as it is, and even then it discusses only the pursuit of warm-blooded beings.
COMBAT In combat, an ice mummy constantly pursues its opponents. If there are several, it is clever enough to affect each one with Ice Withering before picking one to concentrate on. Because of its slowness, the ice mummy relies greatly on the surprise attack, which it is skilled in employing. However, if it is seen approaching, it knows it is much less dangerous and may tail the creature at a distance until its presence is unnoticed. In its mind, this does not constitute abandonment of a target. Despair (Su): Upon seeing an ice mummy, the viewer must make a will save (DC 19) or be paralyzed with fear for 2d4 rounds. Regardless of the save result, the creature is immune to the ice mummys Despair ability for one day. Ice Withering (Su): Supernatural disease-slam, Fortitude save (DC 24), incubation period 1 round; damage, which applies once per minute (with a fortitude save each time, as normal): 1d8 temporary Constitution plus 4d8 cold damage. Unlike normal diseases, ice withering continues until the victim reaches Constitution 0 (and dies), or the disease is magically removed. An afflicted creature that dies turns to ice and shatters explosively after 4 rounds, dealing 6d6 points of damage to anyone within 10 ft. of the victim (Ref save half DC 14). The shattered ice quickly melts or is blown away at the first wind. The only way to prevent this shattering is to cast remove disease (or a similar spell) and raise dead (or a better version) on the remains before the four rounds have passed. Cold Subtype (Ex): An ice mummy is immune to cold damage but takes double damage from fire unless a save is allowed for half damage. In that case, the creature takes half damage upon success and double damage on a failure. Resistant to Blows (Ex): All physical attacks deal half damage to an ice mummy. Halve the damage before reducing it for damage reduction, if applicable. Sense Warmth (Su): An ice mummy can detect any creature or object emanating heat, as long as it is warmer than the surrounding environment. This effect has a one-mile range, and the mummy can follow it precisely to the heat sources location.
|
|
|