Cursed King

CREATURE 10

ce medium mummy undead 

Perception +20; darkvision

Languages Necril, plus any two ancient languages (can't speak)

Skills Athletics +23, Intimidation +17, Stealth +17

Str +7 Dex +3 Con +4 Int -4 Wis +4 Cha +3

AC  29; Fort +20, Ref +20, Will +16

HP 210, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious; Weaknesses fire 10

False Authority (aura, emotion, fear, mental) 30 feet. When a creature enters or ends its turn within the cursed king's aura, it must attempt a DC 26 Will save. If it fails, it becomes frightened 2. If it critically fails, it's cowed into submission; in addition to becoming frightened 2, it must use its first action on its turn to kneel or flee from the cursed king. A creature who succeeds at its saving throw becomes immune to the king's false authority for 24 hours.

Usurper's Curse (curse) When a creature slays a cursed king, it must attempt a DC 29 Will save. On a failure, it suffers the effects of the usurper's curse.

Deadly Pursuit [R] Trigger A creature within the cursed king's reach attempts to move away; Effect The cursed king Strides up to its Speed, keeping the creature within reach until the creature stops or the cursed king has moved its full Speed. If the creature is still within reach, the cursed king makes a jaws Strike against it.

Speed 25 feet

Melee [>] jaws +23, Damage 2d12+13 piercing plus Grab

Melee [>] fist +23 (agile), Damage 2d8+13 bludgeoning

Berserk At the beginning of each of its turns in combat, a cursed king must attempt a DC 2 flat check. If it succeeds, the DC increases by 1. If it fails, it immediately goes berserk, becoming mindless for the rest of its turn, immune to all mental effects, and attacking the nearest creature it can reach. While it's berserk, each of its unarmed attacks gain the deadly d8 trait. At the end of a turn it failed this flat check or whenever the combat encounter ends, the DC resets to 2. Usurper's Curse (curse, necromancy, polymorph) DC 30 Will saving throw. On a failure, the creature who killed the cursed king becomes stupefied 1. On a critical failure, it becomes stupefied 2. As long as that creature remains cursed, it can't remove or decrease the value of the stupefied condition in any way. Afflicted creatures must attempt the saving throw again every 24 hours, increasing the stupefied condition by 1 on a failure or 2 on a critical failure. If the condition ever increases past stupefied 4, they transform, body and mind, into the same animal as the cursed king's head, similar to the critical failure effect of baleful polymorph.

LOIL, page 326.

Open Cursed King in the interactive creatures list or browse all creatures starting with C.