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Template Grafts | Universal Monster Rules


Silicon Mummy Grafts


Silicon Mummy

Source Alien Archive 4 pg. 75
Silicon mummies are created when a living creature’s body is ritually preserved with resin and the outer body coated with magically and technologically imbued silicon. Use the following template graft to create a unique silicon mummy.
Required Creature Type: Undead.
Traits: Constructed shell (see below), DR 5/adamantine (increase to DR 10/adamantine for CR 10–14; DR 15/ adamantine for CR 15–17; DR 20/adamantine for CR 18+), solar battery (see below), silicon casing (see below; 25% for CR 4–14, 50% for CR 15+).
Languages: Can’t speak, gains telepathy 100 ft.
Abilities: Constructed Shell (Ex) For effects targeting creatures by type, a silicon mummy counts as both a construct and as undead (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types).
Silicon Casing (Ex) A silicon mummy’s protective exterior and nonfunctional organs limit critical damage; the mummy has a 25% chance to ignore the extra damage dealt by a critical hit and gains a +4 bonus to saves against critical hit effects.
Solar Battery (Ex) A silicon mummy can absorb solar energy in the form of Solar Reserve Points (SRP), which they can spend in place of Resolve Points. For every 8 hours a silicon mummy spends exposed to the light of a star, the mummy gains 1 SRP, to a maximum number of SRPs equal to one-third their CR (4 for a mummified prophet). For every week a silicon mummy absorbs no stellar energy, they lose 1 SRP. However, the mummy can intentionally enter a state of hibernation to lose only 1 point per 20 years, and although the mummy is aware of their surroundings and can fully animate as a move action, they are staggered for 1d4 hours afterward.
As a swift action, a silicon mummy can expend 1 SRP to enhance either their next melee attack, ranged attack, or spell before the end of their turn. An enhanced attack gains a +2 circumstance bonus to its attack roll and deals an additional 3d6 damage if it hits. An enhanced spell increases the spell’s saving throw DC by 2.
Suggested Ability Scores: Strength.