Tomb Dynast (3.5e Monster)
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|Size/Type:||Large Construct (Augmented Undead)|
|Hit Dice:||36d12+90 (324 hp)|
|Armor Class:||40 (+13 armor, +2 dex, +10 natural, +6 wis, -1 size), touch 17, flat-footed 38|
|Attack:||Slam +26 melee (1d8+9 plus decay and mummy rot, 20/x2) or Unarmed Strike +26 melee (3d8+9 plus mummy rot, 20/x2) or +4 Heavy Flail +30 melee (2d8+17, 19-20/x2)|
|Full Attack:||Two Slams +26 melee (1d8+9 plus decay and mummy rot, 20/x2) and Unarmed Strike +26/+21/+16/+11 melee (3d8+9 plus mummy rot, 20/x2) or +4 Heavy Flail +30/+25/+20/+15 melee (2d8+17, 19-20/x2)|
|Space/Reach:||10 ft/10 ft|
|Special Attacks:||Decay, Despair, Mummy Rot, Rebuke Undead, Spells, Suffer the Curse|
|Special Qualities:||AC Bonus, Darkvision, DR 10/-, Dynast Traits, Gold Healing, Limited Vulnerability to Water, Low-Light Vision, SR 26, Tomb Guardian|
|Saves:||Fort +14, Ref +14, Will +26|
|Abilities:||Str 28, Dex 14, Con -, Int 10, Wis 22, Cha 19|
|Skills:||Concentration +43, Intimidate +23, Knowledge History +19, Knowledge Nobility +19, Knowledge Religion +19, Listen +7, Spellcraft +39, Spot +7|
|Feats:||Undead MasteryB, Great Fortitude, Improved Initiative, LifesightLM, Rapid SpellCD, Spreadfire Spell, Divine Metamagic (Spreadfire Spell)CD, Ability Focus (Suffer the Curse), Epic Toughness x2, Blind-Fight, Stunning Fist, Pharaoh's FistSand, Extra Turning|
|Organization:||Solitary or Tomb Guard (tomb dynast, 1 mummy lord, and 6-10 mummies)|
|Treasure:||Triple Standard plus +4 Heavy Flail|
|Alignment:||Usually Lawful Evil|
|Advancement:||By character class or 37-72 HD (Large); 73-108 HD (Huge)|
Before you is a radiant golden godlike figure of a man, as if someone took a sarcophagus and crafted it in the form of human perfection. Its unchanging face is unnerving as it seems to relish in your suffering.
A tomb dynast is created when a mummy lord performs a special yet unknown profane ritual, in which he is re-mummified and sealed within a specially prepared sarcophagus for 600 years. Most go mad from the isolation, or simply crumble to dust as if the undeath gave out and they perished of old age. But some survive, and when they re-awaken they have taken on a form half-construct, half-undead, and within a body worthy of their supreme immortal rule. They are tyrants with plans of conquer long beyond death, with a patience to out-live the mortal world and a cruel mercilessness to use any means available.
Tomb Dynasts are 9 feet tall and weigh 1000 lbs. They do not speak, only make unintelligible muttering and growls, but understand Common, Infernal, and typically the most ancient language of the land.
Tomb Dynasts are powerful clerics, as well as capable in melee. They usually come with, or summon, minions and focus on controlling the battlefield while their minions deal the actual damage. When faced alone, they pile on status effects, debuffs, and self-buffs until their enemy surrenders or dies under their cold metal boot.
Tomb Dynasts are powerful martial warriors. They have the unarmed strike of an monk half their HD, and they count as a monk for the purposes of pre-requisites. Their bodies count as a form of armor, granting +12 AC with a +1 enhancement bonus. It may be enchanted as a magic armor in its own right.
Decay (Su): With a touch attack the tomb dynast disrupts the energies of living beings. Creatures must make a Fortitude save (DC 32) or become unable to benefit from healing, fast healing, or regeneration, and all damage they take is vile damage. The process can be reversed with a heal spell (which removes the condition but heals no hp), break enchantment, or a remove curse which succeeds on a caster level check (DC 29). Decay also applies to the slam attacks the tomb dynast makes.
If the tomb dynast effects a creature who is infected with mummy rot with decay, then they take the damage from mummy rot again on a failed save.
Despair (Su): At the mere sight of a tomb dynast, the viewer must succeed on a DC 32 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 tomb dynast’s despair ability for 24 hours. The save DC is Charisma-based.
Dynast Traits (Ex): The tomb dynast is half construct, half undead. They are healed by negative energy and the repair series of spells, and take half damage from positive energy. They possess all normal undead traits and immunities, and count as both a construct and undead. They cannot be turned or rebuked, unless facing someone capable of turning and rebuking constructs. They also gain bonus hp based on their size, like constructs.
Gold Healing (Su): The tomb dynast doesn't simply wear gold to look fancy, it makes up its form. As a swift action the tomb dynast can absorb up to 50 gp per HD in unattended gold pieces within 30 feet, and be healed 1 hp per HD as the gold liquefies and melds into its form to repair damage. For this reason, the crypts of tomb dynasts are often filled to the brim in enough gold to make a dragon envious.
Limited Vulnerability to Water (Ex): The tomb dynast is perfectly sealed, but inside its true body is but a pile of dust and negative energy. If brought below 50% hp, the tomb dynast gains vulnerability to [Water] spells (taking 50% additional damage), and treats water as acid (1d6, or 10d6 if submerged) as water seeps in the no longer airtight armor.
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.
An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.
Rebuke Undead (Ex): The tomb dynast rebukes as an 18th level cleric.
Spells: The tomb dynast casts spells as an 18th level cleric. Below is their typical spells prepared.
Typical Cleric Spells Prepared (6/7+1/7+1/6+1/6+1/5+1/5+1/3+1/3+1/2+1); Save DC 16 + Spell Level, +1 DC for compulsion spells)
0-amanuensisSpC, detect magic, guidance, mending, preserve organBoVD, read magic; 1st-bless, command*, divine favor, doom, dry ray, dust bomb, entropic shield, sanctuary; 2nd-desecrate, divine interdictionSpC, enthrall*, hold person, shatter, silence, sound burst, spiritual weapon; 3rd-animate dead*, bestow curse, clutch of orcusSpC, haboobSand, mass resist energySpC, nauseating breathSpC, speak with dead; 4th-air walk, fear*, freedom of movement, giant vermin, life wardSpC, poison, wall of sandSpC; 5th-greater command*, insect plague, mass contagionSpC, plane shift, righteous might, true seeing; 6th-blade barrier, geas/quest*, greater dispel magic, harm x2, superior resistanceSpC; 7th-blasphemy, brilliant bladeSpC, control weather, destruction*; 8th-greater bestow curseSpC, mass charm monster*, rapid summon monster VII, wall of greater dispel magicSpC; 9th-dominate monster*, energy drain, rapid persistent summon monster VI.
*Domain Spell. Domains: Death and TyrannySpC.
Suffer the Curse (Sp): A tomb dynast can curse any items in his tomb (see Tomb Guardian) so that if any creatures leave the tomb with the item, they are affected by bestow curse with no save. The curse remains until removed by break enchantment, remove curse with a caster level check of DC 29, or the item is returned.
When the tomb dynast dies, it may immediately cast greater bestow curseSpC on all creatures in its tomb as a free action, though the creatures get a saving throw as normal (DC 26). The saving throw is Wisdom based, and includes a +2 from ability focus.
Tomb Guardian (Su): A tomb dynast can register a single building up to 3000 feet wide as his tomb over the course of a week. When inside his tomb, he gains an additional +2 hp per level and if he is slain within the tomb and his body is not removed within 1d10 days, it will respawn within its tomb fully healed. If his body is removed, however, suffer the curse does go into effect. A tomb dynast may only have one tomb at a time, if it assigns another one the previous one's benefits vanish.