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Mummified Adherer
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<blockquote data-quote="Marx420" data-source="post: 5686370" data-attributes="member: 88456"><p>Mumia Adherer CR 4</p><p>LE Medium undead</p><p>Init +1; Senses darkvision 60 ft.; Perception +5</p><p>AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)</p><p>hp 24 (4d8+4); fast healing 2</p><p>Fort +3; Ref +2; Will +4</p><p>DR 5/piercing</p><p>Defensive Abilities channel resistance +2</p><p>Immune undead traits</p><p>Weaknesses vulnerability to fire</p><p>Speed 30 ft.</p><p>Melee 2 slams +6 (1d6+2 plus adhesive)</p><p>Special Attacks adhesive</p><p>Str 14, Dex 12, Con —, Int 4, Wis 11, Cha 11</p><p>Base Atk +3; CMB +5; CMD 16</p><p>Feats Toughness, Weapon Focus (slam)</p><p>Skills Perception +5, Stealth +6 (+14 Stealth when using sticks</p><p>and leaves to camouflage itself in its natural environment);</p><p>Racial Modifiers +8 Stealth when using sticks and leaves to</p><p>camouflage itself in its natural environment</p><p>Languages Common (can’t speak)</p><p>Environment temperate forests</p><p>Organization solitary or gang (2–4)</p><p>Treasure none</p><p>Adhesive (Ex) An mumia adherer exudes a sour smelling glue-like</p><p>substance that acts as a powerful adhesive, holding fast</p><p>any creatures or items touching it, except for items made</p><p>of stone. The mumia adherer automatically grapples any creature</p><p>it hits with its slam attack. Opponents so grappled cannot</p><p>break free while the adherer is alive without removing the</p><p>adhesive first.</p><p>A weapon that strikes a mumia adherer is stuck fast unless the</p><p>wielder succeeds on a DC 14 Reflex save. A successful DC</p><p>14 Strength check is needed to pry it off. The save and</p><p>check DC are both Constitution-based.</p><p>An application of boiling water thrown on the mumia adherer</p><p>deals 1d4 points of damage to it (and to any creature</p><p>stuck to it). It also reduces both the Reflex save DC and the</p><p>Strength check DC to 10 for 1 round. An application of fire</p><p>deals damage to both the adherer and any creature stuck</p><p>to it and weakens the adhesive (as above) for 1d3 rounds.</p><p>An application of the universal solvent automatically dissolves</p><p>the adhesive. A mumia adherer can dissolve its adhesive</p><p>at will, and the substance breaks down 1 hour after the</p><p>creature dies.</p><p>Withering Touch (Su) A creature hit by one of a mumia </p><p>adherer's slam attacks must attempt a Fortitude save for DC 12</p><p>or lose 2 points of constitution as the mumia adherer absorbs</p><p>moisture and energy from the target. This effect is in addition</p><p>to any other of effects of the slam attack.</p><p></p><p>Howdy all, long time no post still playing/working through my Alpha to Omega chrononaut campaign and the party just arrived in ancient Egypt. To combat the obvious metagaming of expected mummy encounters I incorporated adherers (an old classic) out of the tome of horrors. Then to combat metagaming about adherers I slapped the mumia template from ghostwalk back in the day onto some of my adherers in an ancient abberant tomb where lies the original architects of the pyramids (mumia goes on any type).</p><p></p><p>Does it look good? Playable even? Feedback wanted.</p></blockquote><p></p>
[QUOTE="Marx420, post: 5686370, member: 88456"] Mumia Adherer CR 4 LE Medium undead Init +1; Senses darkvision 60 ft.; Perception +5 AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural) hp 24 (4d8+4); fast healing 2 Fort +3; Ref +2; Will +4 DR 5/piercing Defensive Abilities channel resistance +2 Immune undead traits Weaknesses vulnerability to fire Speed 30 ft. Melee 2 slams +6 (1d6+2 plus adhesive) Special Attacks adhesive Str 14, Dex 12, Con —, Int 4, Wis 11, Cha 11 Base Atk +3; CMB +5; CMD 16 Feats Toughness, Weapon Focus (slam) Skills Perception +5, Stealth +6 (+14 Stealth when using sticks and leaves to camouflage itself in its natural environment); Racial Modifiers +8 Stealth when using sticks and leaves to camouflage itself in its natural environment Languages Common (can’t speak) Environment temperate forests Organization solitary or gang (2–4) Treasure none Adhesive (Ex) An mumia adherer exudes a sour smelling glue-like substance that acts as a powerful adhesive, holding fast any creatures or items touching it, except for items made of stone. The mumia adherer automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot break free while the adherer is alive without removing the adhesive first. A weapon that strikes a mumia adherer is stuck fast unless the wielder succeeds on a DC 14 Reflex save. A successful DC 14 Strength check is needed to pry it off. The save and check DC are both Constitution-based. An application of boiling water thrown on the mumia adherer deals 1d4 points of damage to it (and to any creature stuck to it). It also reduces both the Reflex save DC and the Strength check DC to 10 for 1 round. An application of fire deals damage to both the adherer and any creature stuck to it and weakens the adhesive (as above) for 1d3 rounds. An application of the universal solvent automatically dissolves the adhesive. A mumia adherer can dissolve its adhesive at will, and the substance breaks down 1 hour after the creature dies. Withering Touch (Su) A creature hit by one of a mumia adherer's slam attacks must attempt a Fortitude save for DC 12 or lose 2 points of constitution as the mumia adherer absorbs moisture and energy from the target. This effect is in addition to any other of effects of the slam attack. Howdy all, long time no post still playing/working through my Alpha to Omega chrononaut campaign and the party just arrived in ancient Egypt. To combat the obvious metagaming of expected mummy encounters I incorporated adherers (an old classic) out of the tome of horrors. Then to combat metagaming about adherers I slapped the mumia template from ghostwalk back in the day onto some of my adherers in an ancient abberant tomb where lies the original architects of the pyramids (mumia goes on any type). Does it look good? Playable even? Feedback wanted. [/QUOTE]
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