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Equendia
AC 31
uniqueColdMummyUndead
Lvl 11ColdMummyUndeadUnique
- AC
- 31
- HP
- 175
- Perc
- +21
- Fort
- +22
- Ref
- +21
- Will
- +21
- STR
- +7
- DEX
- +4
- CON
- +5
- INT
- +5
- WIS
- +4
- CHA
- +7
Speed20 ft
Actions
- fist +24 2d8+13 bludgeoning
- composite longbow +22 2d6+13 piercing 100 ft
- AC
- 31
- HP
- 175
- STR
- +7
- DEX
- +4
- CON
- +5
- INT
- +5
- WIS
- +4
- CHA
- +7
AC 31
Fort +22
Ref +21
Will +21
HP 175
(negative healing)
Immunities
cold, death effects, disease, paralyzed, poison, unconscious
Great Despair (aura, emotion, enchantment, fear, incapacitation, mental, occult) 30 feet. Living creatures are frightened 1 while in Equendia's great despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave it. When a creature first enters the area, it must succeed at a DC 27 Will save (after taking the penalty from being frightened) or be paralyzed for 1d4 rounds. The creature is then temporarily immune for 24 hours.
Speed 20 feet