Swarm-Shifter 13th-Level Mummy King Druid* (CR 16)
Medium Undead (Shapechanger)
Alignment: Usually neutral evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., nature sense, Listen +10, and Spot +10
AC: 27 (+2 Dex, +10 natural, +5 +3 glamered leather), touch 12, flat-footed 25
Hit Dice: 8d12 plus 13d8+21 (131 hp); DR: 5/-
Fort +15, Ref +11, Will +21
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +13; Grapple +20
Attack: +1 keen shocking burst scimitar +21 melee or slam +20 melee
Full Attack: +1 keen shocking burst scimitar +21/+16/+11 melee or slam +20 melee
Damage: +1 keen shocking burst scimitar 1d6+7/15-20 plus 1d6 electricity, slam 1d8+7 plus mummy rot
Special Attacks/Actions: Despair, mummy rot, druid spells
Abilities: Str 24, Dex 15, Con -, Int 9, Wis 18, Cha 19
Special Qualities: Animal companion, a thousand faces, nature sense, resist natures lure, swarm form (beetle, scorpion, and sand), trackless step, undead traits, vulnerability to fire, wild empathy +17 (+13 magical beasts), woodland stride
Feats: Alertness; Augment Summoning; Combat Casting; Corrupted Wild Shape; Great Fortitude; Improved Natural Attack (slam); Improved Toughnesst; Spell Focus (conjuration)
Skills: Concentration +11, Disguise +5, Hide +9, Knowledge (nature) +1, Listen +10, Move Silently +9, Spot +10, and Survival +6
Advancement: 9-16 HD (Medium); 17-24 HD (Large)
Climate/Terrain: Any
Organization: Solitary
Treasure/Possessions: Standard
Source:
Libris Mortis
A Thousand Faces (Su): This mummy king can change its appearance at will, as if using the alter self spell, but only while in its normal form.
Animal Companion (Ex): As a 13th-level druid, this mummy king has an animal companion. The mummy king typically sets this animal to guard a location or object.
Despair (Su): At the mere sight of this mummy king, the viewer must make a DC 18 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that viewer cannot be affected again by this mummy's despair ability for 24 hours. The save DC is Charisma-based.
Mummy Rot (Su): Supernatural disease-slam, Fortitude DC 18, incubation period 1 minute, damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.
Unlike normal diseases, mummy rot persists 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 make a successful 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.
An afflicted creature who dies of mummy rot shrivels away into sand and dust that blows away into nothing at the first wind.
Nature Sense (Ex): +2 bonus on Knowledge (nature) and Survival checks.
Resist Nature's Lure (Ex): This mummy king gains a +4 bonus on saving throws against the spell-like abilities of fey.
Swarm Form (Su): This mummy king is able to turn into a swarm of beetles, sand, or scorpions.
Swarm-Shifter Mummy King, 13th-Level Druid, Beetle Swarm Form: CR 16; Diminutive undead (shapechanger, swarm); HD 21; hp 131; Inir +5; Spd 30 ft., burrow 20 ft., fly 10 ft. (poor); AC 29, touch 19, flat-footed 25; Base Atk +13; Grp - Atk or Full Atk swarm (5d6); Space/Reach 10 ft./-; SA distraction (DC 24), swarm; SQ animal companion, damage reduction 5/-, darkvision 60 ft., hive mind, immune to weapon damage, nature sense, resist nature's lure, swarm form (beetle, scorpion, and sand), swarm traits, trackless step, tremorsense, undead traits, vulnerability to fire, wild empathy +17 (+13 magical beasts); AL NE; SV Fort +12, Ref +13, Will +18; Srr 14, Dex 21, Con-, Int 9, Wis 18, Cha 19. Skills and Feats: Concentration +11, Disguise +5, Hide +24, Knowledge (nature) +1, Listen +10, Move Silently +12, Spot +10, Survival +6; Alertness, Augment Summoning, Combat Casting, Great Fortitude, Improved Natural Attack (slam), Improved Toughness, Spell Focus (conjuration).
The vampire that explodes onto a flock of bats, the mummy that crumbles into a pile of scorpions - these are swarm-shifters, undead that have been granted the dark power to become swarms.
A swarm-shifter appears like a normal undead creature until its body explodes into a swarm. There are many varieties of swarm-shifters, and although some are more common than others, swarm-shifters do not seem limited to certain kinds of swarms by their form of undeath.
Swarm-Shifter Mummy King, 13th-Level Druid, Sand Swarm Form: CR 16; Fine undead (shapechanger, swarm); HD 21; hp 131; mit +6; Spd fly 60 ft. (perfect); AC 30, touch 20, flat-footed 25; Base Ark +13; Grp -; Atk or Full Atk swarm (5d6); Space/Reach 10 ft./- SA distraction (DC 24), swarm; SQ animal companion, damage reduction 5/-, darkvision 60 ft., hive mind, immune to weapon damage, nature sense, resist nature's lure, swarm form (beetle, scorpion, and sand), swarm traits, trackless step, undead traits, vulnerability to fire, wild empathy +17 (+13 magical beasts); AL NE; SV Fort +12, Ref +14, Will +18; Str 14, Dex 23, Con-, Int 9, Wis 18, Cha 19. Skills and Feats: Concentration +11, Disguise +5, Hide +28, Knowledge (nature) +1, Listen +10, Move Silently +12, Spot +10, Survival +6; Alertness, Augment Summoning, Combat Casting, Great Fortitude, Improved Natural Attack (slam), Improved Toughness, Spell Focus (conjuration).
Swarm-Shifter Mummy King, 13th-Level Druid, Scorpion Swarm Form: CR 16; Diminutive undead (shapechanger, swarm); HD 21; hp 131; Inir +S; Spd 20 ft.; AC 29, touch 19, flat-footed 2S; Base Ark +13; Grp -; Atk or Full Atk swarm (5d6 plus poison); Space/Reach 10 ft./-; SA distraction (DC 24), poison (DC 24; initial and secondary 1d2 Con), swarm; SQ animal companion, damage reduction 5/-, darkvision 60 ft., hive mind, immune to weapon damage, nature sense, resist nature's lure, swarm form (beetle, scorpion, and sand), swarm traits, trackless step, tremorsense, undead traits, vulnerability to fire, wild empathy +17 (+13 magical beasts); AL NE; SV Fort +12, Ref +13, Will +18; Str 14, Dex 21, Con-, Int 9, Wis 18, Cha 19.
Skills and Feats: Concentration +11, Disguise +5, Hide +24, Knowledge (nature) +1, Listen +10, Move Silently +12, Spot +10, Survival +8; Alertness, Augment Summoning, Combat Casting, Great Fortitude, Improved Natural Attack (slam), Improved Toughness, Spell Focus (conjuration).
Trackless Step (Ex): This mummy king druid leaves no trail in natural surroundings and cannot be tracked.
Wild Empathy (Ex): As the druid ability.
Woodland Stride (Ex): This mummy king can move through natural thorns, briars, overgrown areas, and similar terrain at its normal speed and without damage or other impairment. However, thorns, briars, and overgrown areas that are magically manipulated to impede motion still affect it.
Druid Spells Prepared (caster level 11th): 0 - detect magic (2), flare (DC 14), guidance, read magic, resistance; 1st - calm animals, charm animal (DC 15), hide from animals, longstrider, magic fang, obscuring mist; 2nd - barkskin, bull's strength, cat's grace, resist energy, soften earth and stone, summon swarm; 3rd - call lightning(2) (DC 17), meld into stone, protection from energy, quench; 4th - air walk, dispel magic, flame strike (DC 18), giant vermin, spike stones; 5th - insect plague, transmute mud to rock, unhallow; 6th - antilife shell, wall of stone; 7th - creeping doom (DC 21). (Different mummy kings may have different spells prepared.)
Possessions: +3 glamered leather, +1 keen shocking burst scimitar, cloak of resistance +3. (Different mummy kings may have different possessions.)
Shapechanger Subtype
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.
Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).
- Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.
- Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.