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Quoppopak Mummy

This creature did not include a description.

Recall Knowledge - Undead (Religion): DC 36
Unspecific Lore: DC 34
Specific Lore: DC 31

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Quoppopak MummyCreature 14

Legacy Content

Rare NE Large Mummy Undead 
Source Pathfinder #191: The Destiny War pg. 34
Perception +26; darkvision
Skills Athletics +29 (+32 to Escape)
Str +8, Dex +2, Con +6, Int -2, Wis +5, Cha +0
AC 34; Fort +28, Ref +23, Will +26
HP 280 (negative healing); Immunities death effects, disease, paralyzed, poison, unconscious; Weaknesses fire 15
Despair (aura, divine, emotion, enchantment, fear, incapacitation, mental) 30 feet. Living creatures are frightened 1 while in a mummy's despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 32 Will save (after taking the penalty from being frightened) or be paralyzed for 1 round. The creature is then temporarily immune for 24 hours.Attack of Opportunity [reaction] Tentacle only.
Speed 10 feet, swim 35 feet, water glide 25 feet
Melee [one-action] beak +29 [+24/+19] (reach 10 feet), Damage 3d10+2+14 piercing plus oil rotMelee [one-action] tentacle +29 [+25/+21] (agile, reach 15 feet), Damage 3d8+2+14 bludgeoning plus Grab and oil rotMelee [one-action] ventral tube +29 [+24/+19] (reach 10 feet), Damage 3d6+2+14 slashing plus 1d6 persistent bleed and oil rotIgnite Oil [free-action] Trigger The quoppopak mummy takes fire damage while it is above water; Effect The oil coating the mummy ignites. This fire does no additional damage to the mummy but does cause its melee Strikes to inflict an additional 1d6 fire damage. At the end of its turn, the mummy attempts a DC 10 flat check; on a success, the fire goes out. The fire also goes out immediately if the mummy submerges in water.Oil Rot (curse, disease, divine, necromancy) This disease and any damage from it can't be healed until this curse is removed. As the disease progresses, the creature's flesh grows leathery, while a foul-smelling oily layer spreads from painful splits in the dried skin. A creature killed by oil rot melts into a puddle of foul-smelling oil and can be resurrected only by a 7th-level resurrect ritual or similar magic; Saving Throw DC 35 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 10d6 negative damage and clumsy 2 (1 day)Tentacle Stab [one-action] Frequency once per round; Effect The quoppopak makes two tentacle Strikes against the same creature. These Strikes deal piercing damage instead of bludgeoning, and the quoppopak can't Grab with them. Its multiple attack penalty doesn't increase until after both attacks.Water Glide The quoppopak can stand and move on the surface of water or other liquids without falling through. It can go underwater if it wishes, but it must Swim to do so.

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.