I am so random.
Hunefer
Hunefers are the mummies of deceased immortals of at least demi-deity status.
Hunefers are withered and desiccated. Their features are hidden beneath ages-old funerary wrappings. They move with unbelievable celerity, quickly and efficiently defending their resting places. Most hunefers are inscribed with the symbols and pictured idols that were once important to the immortal mummy.
A Hunefer speaks all spoken languages, though it takes one 1d4 rounds to switch between languages.
Creating a Hunefer
“Hunefer” is an acquired template that can be added to any deceased immortal, of at least demi-deity status, (referred to hereafter as the base creature). This template typically replaces the divine template of the immortal, although a rare few hunefers reacquire or, even rarer, retain their divine status.
A hunefer has all the base creature’s statistics and special abilities except as noted here.
Size and Type: Size is unchanged. The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points.
Hit Dice: Increase all current and future Hit Dice to d20's. A Hunefer has maximum hit points per hit die.
Armor Class:
- Insight Armor Bonus (Ex): A hunefer has an insight armor bonus equal to it's Wisdom modifier.
- Natural Armor Bonus (Ex): A hunefer has a natural armor bonus equal to 1/2 it's Hit Dice or the base creature’s natural armor bonus, whichever is better.
Speed: A hunefer's speed is tripled for all movement types.
Attack: A hunefer has a slam attack according to it's size. If the base creature can use weapons, the hunefer retains this ability. A creature with natural weapons retains those natural weapons, in addition to, or instead of a slam attack, depending on the creature's original form. A hunefer fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A hunefer armed with a weapon uses its slam attack or a weapon, as it desires. A hunefer's natural attacks are considered epic and evil-aligned for the purpose of overcoming damage reduction.
Full Attack: A hunefer fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam attack as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).
Damage: A hunefer without natural weapons has a slam attack that inflicts damage according to it's size plus hunefer rot; A hunefer with natural weapons can use its slam attack or its natural weaponry, as it prefers. If it chooses the latter, it deals hunefer on each natural weapon attack.
Special Attacks: A hunefer retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 hunefer’s Hit Dice + hunefer’s Charisma modifier, unless otherwise noted.
- Despair (Su): The mere sight of a hunefer requires viewers to succeed at a Will saving throw or be paralyzed with fear for 1d4 rounds. Regardless of the outcome of the save, a subject is not again vulnerable to that hunefer’s despair ability for 24 hours. The save DC is Charisma-based.
- Hunefer Rot (Su): Supernatural disease – slam or natural attack, incubation period instantaneous; damage 1dx temporary Constitution and 1dx temporary Charisma (by hit dice, see below). Unlike normal diseases, hunefer rot requires a victim to make a successful saving throw every round or take another 1dx points of temporary Constitution damage and 1dx temporary Charisma damage (by hit dice,see below). The rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. An afflicted creature that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms a mummy, with half as many hit dice as the hunefer, with the dead foe’s equipment, under the hunefer’s command.
Hunefer Hit Dice Constitution Damage Charisma Damage
25 Hit Dice + d4 d4
35 Hit Dice + d6 d6
45 Hit Dice + d8 d8
55 Hit Dice + d10 d10
65 Hit Dice + d12 d12
105 Hit Dice + d20 d20
Spell-Like Abilities: At will - chain lightning, displacement, haste, knock, greater dispel magic, passwall, scrying, greater teleport, true seeing, unholy aura, weird; 1/day - ruin (epic spell). Caster level equal to the hunefer's Hit Dice; save DC 10 + hunefer's Charisma modifier + spell level. The DC is Charisma-based.
Special Qualities: A hunefer retains all the base creature’s special qualities and gains those described below.
- Blindsight (Ex): A hunefer possesses blindsight out to 300 ft..
- Damage Reduction (Ex): A hunefer’s undead body is tough, giving the creature damage reduction equal to one-half it's Hit Dice/ - .
- Fast Healing (Ex): A hunefer possesses Fast Healing equal to one-half it's Hit Dice. This allows the hunefer to rejuvenate lost body parts and limbs. It also allows the hunefer to recover from complete destruction, provided it's canopic jars are still intact. If the hunefer's canopic jars are not intact, the hunefer loses it's Fast Healing ability until they are somehow restored, typically requiring a miracle or a wish for each of it's four canopic jars.
- Fire Vulnerability (Ex): A hunefer is especially vulnerable to fire, taking one-half again (+50 percent) as much damage from fire.
- Spell Resistance (Su): A hunefer possesses spell resistance equal to 10 + it's Hit Dice.
- Undead Traits (Ex): Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.
Abilities: Increase from the base creature as follows: Strength +36, Dexterity +24, Intelligence +8, Wisdom +28, Charisma +26. Being undead, a hunefer has no Constitution score.
Skills: Same as the base creature.
- Maven: A hunefer has maximum ranks all skills it knows.
Organization: Solitary, pair, or court (5-9).
Challenge Rating: Same as the base creature +25.
Treasure: Standard coins; double goods; double items.
Alignment: Any evil.
Advancement: Same as the base creature.
Level Adjustment: Same as the base creature +37.