# Hunefer
>[!rimg]+
> ![[Placeholder2.png]]
<div class="grid-container"><div class="MON">Hunefer</div>
<div class="CR">CR 25 (1,638,400 XP)</div>
<div class="SOU">Epic Level Handbook pg. 198</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
LE Medium Undead (fire)
**Init** +16
**Senses** blindsight 300 ft., darkvision 60 ft.; **Perception** +50
**Aura** despair (120 feet, DC 39)
#### defense
**AC** 53, 33 touch, 30 flat-footed (+13 deflection, +12 Dex, +1 dodge, +14 insight)
**hp** 611 (33d8+462); fast healing 30
**Fort** +24, **Refl** +25, **Will** +32
**Feint** 60, **Demoralize** —
**DR** 10/—; **SR** 36
**Immune** fire, undead traits
**Weakness** vulnerable to cold
#### offense
**Speed** 100 ft.
**Melee** 2 slams +24 (3d6+18 plus hunefer rot)
**Space** 5 ft., **Reach** 5 ft.
**Spell-Like Abilities** (CL 27th; Concentration +40)
> **At will**— _chain lightning_, _displacement_, _haste_, _knock_, _greater dispel magic_, _passwall_, _scrying_, _greater teleport_, _true seeing_, _unholy aura_, _weird_
> **1/day**— _ruin_
#### statistics
**Str** 47, **Dex** 35, **Con** —, **Int** 18, **Wis** 38, **Cha** 36
**BAB** +24, **CMB** +35, **CMD** 67, **TA** +42, **RTA** +36
**Feats** [[Bounding Assault]], [[Combat Expertise]], [[Combat Reflexes]], [[Dodge]], [[Improved Combat Reflexes]], [[Improved Disarm]], [[Improved Initiative]], [[Improved Vital Strike]], [[Lightning Reflexes]], [[Mobility]], [[Power Attack]], [[Rapid Assault]], [[Spell Stowaway]] (greater teleport), [[Spring Attack]], [[Toughness]], [[Vital Strike]], [[Weapon Focus]] (slam)
**Skills** Acrobatics +45 (73 when jumping), Intimidate +49, Knowledge (nobility) +37, Knowledge (religion) +40, Perception +50, Sense Motive +50, Spellcraft +40, Stealth +48
**Languages** All
#### special abilities
### Despair (Su)
All creatures within a 120-foot radius that see a hunefer must make a DC 39 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.
### Hunefer Rot (Su)
Curse and disease— slam; *save* Fort DC 39; *onset* instantaneous; *frequency* 1/round; *effect* 1d6 Con and 1d6 Cha; *cure* —,.
Hunefer rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 40 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to sand and cannot be raised without a _true resurrection_ or greater magic. Even with such powerful magic, a DC 40 caster level is required to return the creature to life. The save DC is Charisma-based.
### Memory of Battle (Ex)
A hunefer gains an insight bonus to AC equal to his Wisdom modifier.
### Unholy Grace (Su)
A hunefer adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.
#### ecology
**Terrain**
**Organization**
**Treasure** Standard
**Advancement** 51–56 HD (Medium); 57–60 HD (Large); 61–66 HD (Huge); 67–70 HD (Gargantuan); 71+ HD (Colossal)
Hunefers are the mummies of demigods whose power has not utterly departed to astral realms.
Hunefers are withered and desiccated. Their features are hidden beneath ages-old funerary windings. They move with unbelievable celerity, quickly and efficiently defending their resting places. Most hunefers are inscribed with the symbols and pictured idols that were once important to the demi-god mummy.
Hunefers seek always to recapture their godly essence, though the separation of flesh (the hunefer) and spirit (isles in the astral realm) is remarkably difficult to bridge—the hunefer effectively an altogether different being, who is driven by the corpse memories of its body of past power, though destined to never possess it. Should a dead god rise from its grave in the Astral Plane, the cast-off flesh of a hunefer is likely forgotten, and no better (or worse) off than before, except for its undying rage at being left behind.
### Combat
Hunefers are happy to rely on their spell-like abilities in combat, and are certain to cast as many of their defensive spells prior to combat as they can manage.