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Bog Mummy Cultist

This creature did not include a description.

Recall Knowledge - Undead (Religion): DC 31
Unspecific Lore: DC 29
Specific Lore: DC 26

Elite | Normal | Weak
Proficiency without Level

Bog Mummy CultistCreature 9

Legacy Content

Rare NE Medium Mummy Undead 
Source Kingmaker Adventure Path pg. 102
Variant bog mummy
Perception +10; darkvision, tremorsense (imprecise) 30 feet
Languages Common, Necril
Skills Athletics +10, Stealth +9 (+11 while buried in a bog)
Str +6, Dex +3, Con +4, Int +0, Wis +6, Cha +3
Items +1 cold-resistant leather armor
AC 19; Fort +10, Ref +7, Will +12
HP 135 (negative healing); Immunities death effects, disease, paralyzed, poison, unconscious; Resistances cold 5, fire 10; Weaknesses cold 10
Breath of the Bog (aura, divine, enchantment, mental) 30 feet. A creature that begins its turn within the area feels as if its lungs were filling with water and must succeed at a DC 16 Fortitude save or be unable to speak or breathe. The creature can hold its breath and can attempt a new save at the end of its turn. A creature that succeeds is temporarily immune to breath of the bog for 24 hours.Rejuvenation (divine, necromancy) Unless the damage that destroys a bog mummy cultist is positive damage, necromantic energies rebuild its body from swamp muck 1 week later. If the uncompleted body is destroyed during that time, the process starts anew. Anyone who succeeds at a DC 17 Religion check to Recall Knowledge realizes that a consecrate ritual performed on the site that a bog mummy cultist was destroyed prevents its rejuvenation, the way positive damage prevents the rejuvenation from occurring.Rise Up [reaction] Trigger A creature walks on top of a bog mummy cultist that lies buried in the mud or peat below; Requirements Initiative has not yet been rolled; Effect The bog mummy automatically notices the creature and Burrows before rolling initiative.
Speed 20 feet, burrow 15 feet
Melee [one-action] fist +10 [+6/+2] (agile), Damage 2d8+10 plus bog rotDivine Innate Spells DC 19, attack +11; 5th crisis of faith; 4th divine wrath, grim tendrils; Cantrips (5th) divine lance
Bog Rot (curse, disease, divine, necromancy, negative) This affliction can't be reduced below stage 1, nor can the damage from it be healed, until it's successfully treated with remove curse or a similar effect; the affliction can then be removed as normal for a disease. A creature killed by bog rot melts into a noxious sludge and can't be brought back to life except by a 7th-level resurrect ritual or similar magic; Saving Throw DC 19 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 3d6 negative damage and clumsy 1 (1 day)

All Monsters in "Mummy"

NameLevel
Bog Mummy5
Bog Mummy Cultist9
Decrepit Mummy2
Mummy, Drowned17
Ice Mummy8
Iroran Mummy10
Mummified Cat0
Mummy Guardian6
Mummy Pharaoh9
Mummy Prophet of Set13
Quoppopak Mummy13

Mummy

Source Bestiary pg. 240
While many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide eternally vigilant guardians.

Sidebar - Geb Mummification Practice

Neophytes to mummification typically apprentice to a morgue specializing in the process. Apprenticeships can last several years. Generally, the first mummies one produces are animals, usually of inferior quality. Those who become skilled remain rare enough to be a strategic resource and could be abducted, coerced, or bribed to change their allegiance or sabotage the mummification of their masters.