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From Pathfinder #164: Hands of the Devil, which isn't enabled.

Chafkhem

CREATURE 8

Male mummy ritualist

Perception +17; darkvision
Languages Aklo, Common, Necril
Skills Acrobatics +16, Arcana +19, Athletics +15, Diplomacy +16, Intimidation +16, Occultism +17, Religion +15
Str +3, Dex +4, Con +3, Int +7, Wis +3, Cha +4
Items Staff of Abjuration

AC 26; Fort +15, Ref +16, Will +17; +1 status to all saves vs. vitality
HP 135, void healing; Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Weaknesses fire 10
+1 Status to All Saves vs. Vitality
Despair (aura, divine, emotion, fear, incapacitation, mental)

30 feet. Living creatures are Frightened 1 while in Chafkhem's 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 24 Will save (after taking the penalty from being frightened) or be Paralyzed for 1 round.

The creature is then temporarily immune for 24 hours.

Effect: Despair

Rejuvenation (divine)

When Chafkhem is destroyed, necromantic energies rebuild his body in the magic circle in his room over 1d10 days. If the re-forming body is destroyed during that time, the process starts anew. Chafkhem can be destroyed for good with a Consecrate ritual, or if the magic circle is destroyed.

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Warding Script (arcane)
Trigger A creature Chafkhem can see makes a melee Strike against Chafkhem

Effect Chafkhem traces a magical glyph in the air that glows and fades. The triggering creature must attempt a DC 25 Fortitude save.

Success The target is unaffected.

Failure The target is Blinded until the start of its next turn.

Critical Failure The target is blinded for 1 minute.


Speed 20 feet
Melee Fist +19 (agile, finesse, unarmed), Damage 2d6+7 bludgeoning plus Mummy Rot
Melee Staff +18 (two hand d8), Damage 1d4+7 bludgeoning
Mummy Rot (curse, disease, divine, void)

This disease and any damage from it can't be healed until this curse is removed. A creature killed by mummy rot turns to dust and can't be resurrected except by a 7th-rank Resurrect ritual or similar magic.

Saving Throw DC 24 Fortitude

Stage 1 carrier with no ill effect (1 minute)
Stage 2 6d6 void damage and Stupefied 1 (1 day)
Pathfinder #164: Hands of the DevilOGL