Mystery Man
First Post
check this guy for errors and recommendations (equipment, feats etc.)if you have the time.
Thanks,
Evolved Medium Undead (2) Swarm Shifter Mummy Warlock (16)
Hit Dice: 8d12+3 plus 16d6 (107 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 34 (+20 natural, +4 deflection), touch 10, flatfooted 22
Base Attack/Grapple: +15/+24
Attack: Slam +25 melee (1d6+12 plus mummy rot)
Full Attack: Slam +25/+19/+14 melee (1d6+12 plus mummy rot)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Despair, Eldritch Blast (7d6), mummy rot
Special Qualities: Damage reduction 9/Cold Iron, Darkvision 60 ft., Deceived Item, Energy resistance fire 5, Energy Resistance ice 5, Fast Healing 6, Fiendish Resilience 2, Imbue Item, Spell-like abilities, undead traits, vulnerability to fire, swarm form (sand, scorpion)
Saves: Fort +10, Ref +8, Will +18
Abilities: Str 28, Dex 10, Con —, Int 12, Wis 14, Cha 26
Skills: Bluff +6, Concentration +17, Craft(any) +0, Disguise +5, Hide +7, Intimidate +9, Jump +8, Knowledge (arcane) +12, Listen +8, Move Silently +7, Profession(any) +2, Spellcraft +12, Spot +8, Use Magic Device +5.
Feats: Alertness, Great Fortitude, Toughness, Ability Focus (Eldritch Blast), Necropolis Born, Extra Invocation, Improved Critical, Quicken Spell-like ability, Skill Focus (Concentration)
Environment: Any
Organization: Solitary, warden squad (2–4), or guardian detail (6–10)
Challenge Rating: 24
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 9–16 HD (Medium); 17–24 HD (Large)
Level Adjustment: —
Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. Most mummies are 5 to 6 feet tall and weigh about 120 pounds. Mummies can speak Common, but seldom bother to do so.
Combat
Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 22 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Charisma-based.
Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 22, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.
Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.
Eldritch Blast (Sp): A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.
An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 7d6 points of damage. It is subject to spell resistance and deals half damage to objects.
Detect Magic (Sp): A warlock can detect magic at will as the spell. Cast as 12th level.
Deceive Item (Ex): When making Use Magic Device check, a warlock can take 10 even if distracted or threatened.
Fiendish Resilience (Su): Beginning at 8th level, once per day as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1.
Imbue Item (Su): Can use supernatural powers to create magical items.
Spell-like Abilities (Sp): 1/day – Creeping Doom, greater dispel magic (quickened), cause fear, ghost sound, touch of fatigue
Invocations: Least – See the Unseen, Baleful Utterance (Fort DC 22), Earthen Grasp; Lesser – Voracious Dispelling, Brimstone Blast (Ref DC 23), Hungry Darkness, Wall of Gloom (Will DC 22); Greater – Vitriolic Blast, Devour Magic; Dark – Utterdark Blast (Fort DC 28)
Possesions: Ghost Shroud (LM p76), Bonemail graft, Undead skin (LM pg. 80), Eye of flame (LM p. 80), Amulet of natural armor +6,
Swarm Shifter Mummy 16th level Warlock, Undead Scorpion Swarm Form Diminutive Undead (swarm)
Hit Dice: 8d12+3 plus 16d6 (107 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 22
Base Attack/Grapple: +15/-
Full Attack: Swarm attack 5d6 plus poison
Space/Reach: 10 ft. /-
Special Attacks: Poison, distraction, swarm
Special Qualities: Darkvision, Hivemind, swarm form, Undead traits, Immune to weapon damage, tremorsense
Saves: Fort +10, Ref +8, Will +18
Abilities: Str 36, Dex 8, Con —, Int 12, Wis 14, Cha 26
Skills: Bluff +6, Concentration +17, Craft(any) +0, Disguise +15, Hide +7, Intimidate +9, Jump +8, Knowledge (arcane) +12, Listen +8, Move Silently +7, Profession(any) +2, Spellcraft +12, Spot +8, Use Magic Device +5.
Feats: Alertness, Great Fortitude, Toughness, Ability Focus (Eldritch Blast), Necropolis Born, Extra Invocation, Improved Critical, Quicken Spell-like ability, Skill Focus (Concentration)
Environment: Any
Organization: Solitary, warden squad (2–4), or guardian detail (6–10)
Challenge Rating: 24
Poison (Ex): Fortitude DC 28, initial and secondary damage 1d2 Con.
Swarm Shifter Mummy 16th level Warlock, Undead Sand Swarm Form
Diminutive Undead (swarm)
Hit Dice: 8d12+3 plus 16d6 (107 hp)
Initiative: +0
Speed: 60 ft. fly (12 squares)(perfect)
Armor Class: 24
Base Attack/Grapple: +15/-
Full Attack: Swarm attack 5d6 plus poison
Space/Reach: 10 ft. /-
Special Attacks: distraction, swarm
Special Qualities: Darkvision, Hivemind, swarm form, Undead traits, Immune to weapon damage
Saves: Fort +10, Ref +8, Will +18
Abilities: Str 36, Dex 8, Con —, Int 12, Wis 14, Cha 26
Skills: Bluff +6, Concentration +17, Craft(any) +0, Disguise +15, Hide +7, Intimidate +9, Jump +8, Knowledge (arcane) +12, Listen +8, Move Silently +7, Profession(any) +2, Spellcraft +12, Spot +8, Use Magic Device +5.
Feats: Alertness, Great Fortitude, Toughness, Ability Focus (Eldritch Blast), Necropolis Born, Extra Invocation, Improved Critical, Quicken Spell-like ability, Skill Focus (Concentration)
Environment: Any
Organization: Solitary, warden squad (2–4), or guardian detail (6–10)
Challenge Rating: 24
Thanks,
Evolved Medium Undead (2) Swarm Shifter Mummy Warlock (16)
Hit Dice: 8d12+3 plus 16d6 (107 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 34 (+20 natural, +4 deflection), touch 10, flatfooted 22
Base Attack/Grapple: +15/+24
Attack: Slam +25 melee (1d6+12 plus mummy rot)
Full Attack: Slam +25/+19/+14 melee (1d6+12 plus mummy rot)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Despair, Eldritch Blast (7d6), mummy rot
Special Qualities: Damage reduction 9/Cold Iron, Darkvision 60 ft., Deceived Item, Energy resistance fire 5, Energy Resistance ice 5, Fast Healing 6, Fiendish Resilience 2, Imbue Item, Spell-like abilities, undead traits, vulnerability to fire, swarm form (sand, scorpion)
Saves: Fort +10, Ref +8, Will +18
Abilities: Str 28, Dex 10, Con —, Int 12, Wis 14, Cha 26
Skills: Bluff +6, Concentration +17, Craft(any) +0, Disguise +5, Hide +7, Intimidate +9, Jump +8, Knowledge (arcane) +12, Listen +8, Move Silently +7, Profession(any) +2, Spellcraft +12, Spot +8, Use Magic Device +5.
Feats: Alertness, Great Fortitude, Toughness, Ability Focus (Eldritch Blast), Necropolis Born, Extra Invocation, Improved Critical, Quicken Spell-like ability, Skill Focus (Concentration)
Environment: Any
Organization: Solitary, warden squad (2–4), or guardian detail (6–10)
Challenge Rating: 24
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 9–16 HD (Medium); 17–24 HD (Large)
Level Adjustment: —
Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. Most mummies are 5 to 6 feet tall and weigh about 120 pounds. Mummies can speak Common, but seldom bother to do so.
Combat
Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 22 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Charisma-based.
Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 22, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.
Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.
Eldritch Blast (Sp): A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.
An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 7d6 points of damage. It is subject to spell resistance and deals half damage to objects.
Detect Magic (Sp): A warlock can detect magic at will as the spell. Cast as 12th level.
Deceive Item (Ex): When making Use Magic Device check, a warlock can take 10 even if distracted or threatened.
Fiendish Resilience (Su): Beginning at 8th level, once per day as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1.
Imbue Item (Su): Can use supernatural powers to create magical items.
Spell-like Abilities (Sp): 1/day – Creeping Doom, greater dispel magic (quickened), cause fear, ghost sound, touch of fatigue
Invocations: Least – See the Unseen, Baleful Utterance (Fort DC 22), Earthen Grasp; Lesser – Voracious Dispelling, Brimstone Blast (Ref DC 23), Hungry Darkness, Wall of Gloom (Will DC 22); Greater – Vitriolic Blast, Devour Magic; Dark – Utterdark Blast (Fort DC 28)
Possesions: Ghost Shroud (LM p76), Bonemail graft, Undead skin (LM pg. 80), Eye of flame (LM p. 80), Amulet of natural armor +6,
Swarm Shifter Mummy 16th level Warlock, Undead Scorpion Swarm Form Diminutive Undead (swarm)
Hit Dice: 8d12+3 plus 16d6 (107 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 22
Base Attack/Grapple: +15/-
Full Attack: Swarm attack 5d6 plus poison
Space/Reach: 10 ft. /-
Special Attacks: Poison, distraction, swarm
Special Qualities: Darkvision, Hivemind, swarm form, Undead traits, Immune to weapon damage, tremorsense
Saves: Fort +10, Ref +8, Will +18
Abilities: Str 36, Dex 8, Con —, Int 12, Wis 14, Cha 26
Skills: Bluff +6, Concentration +17, Craft(any) +0, Disguise +15, Hide +7, Intimidate +9, Jump +8, Knowledge (arcane) +12, Listen +8, Move Silently +7, Profession(any) +2, Spellcraft +12, Spot +8, Use Magic Device +5.
Feats: Alertness, Great Fortitude, Toughness, Ability Focus (Eldritch Blast), Necropolis Born, Extra Invocation, Improved Critical, Quicken Spell-like ability, Skill Focus (Concentration)
Environment: Any
Organization: Solitary, warden squad (2–4), or guardian detail (6–10)
Challenge Rating: 24
Poison (Ex): Fortitude DC 28, initial and secondary damage 1d2 Con.
Swarm Shifter Mummy 16th level Warlock, Undead Sand Swarm Form
Diminutive Undead (swarm)
Hit Dice: 8d12+3 plus 16d6 (107 hp)
Initiative: +0
Speed: 60 ft. fly (12 squares)(perfect)
Armor Class: 24
Base Attack/Grapple: +15/-
Full Attack: Swarm attack 5d6 plus poison
Space/Reach: 10 ft. /-
Special Attacks: distraction, swarm
Special Qualities: Darkvision, Hivemind, swarm form, Undead traits, Immune to weapon damage
Saves: Fort +10, Ref +8, Will +18
Abilities: Str 36, Dex 8, Con —, Int 12, Wis 14, Cha 26
Skills: Bluff +6, Concentration +17, Craft(any) +0, Disguise +15, Hide +7, Intimidate +9, Jump +8, Knowledge (arcane) +12, Listen +8, Move Silently +7, Profession(any) +2, Spellcraft +12, Spot +8, Use Magic Device +5.
Feats: Alertness, Great Fortitude, Toughness, Ability Focus (Eldritch Blast), Necropolis Born, Extra Invocation, Improved Critical, Quicken Spell-like ability, Skill Focus (Concentration)
Environment: Any
Organization: Solitary, warden squad (2–4), or guardian detail (6–10)
Challenge Rating: 24
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