Electrovore Nuclear Mummy Creature 3

Elite Weak Electrovore Nuclear Mummy Creature 3

Recall Knowledge DC 21 (includes +5 from Rare) 23 (includes +5 from Rare) 24 (includes +5 from Rare)
Undead (Religion)
Perception +8 (darkvision)
Skills Acrobatics +7, Athletics +4, Stealth +8, Survival +5
Str +3 Dex +4 Con +1 Int -3 Wis +1 Cha -1

AC 17 ((15 when crumbling))
Fort +5
Ref +11
Will +3
Weaknesses cold 5, vitality 5
Crumbling Form A nuclear mummy is ionized to the point of disintegration. Once a nuclear mummy is reduced to fewer than half its Hit Points, or upon being damaged by a critical hit, it starts falling apart, reducing its Armor Class to 15.

Speed 20 feet, fly 20 feet
Melee [one-action] tail +7 , Damage 1d8+3 bludgeoning plus siphon and unholy radiation
Ranged [one-action] ionizing zap +11 (radiationrange 30 feet), Damage 1d12+3 poison plus 1d4 persistent poison
Siphon When an electrovore mummy scores a critical hit with a tail Strike against a living creature wielding or wearing tech gear or a creature with the tech trait, it siphons off a portion of the target's electrical energy. This restores 5 Hit Points to the electrovore immediately, plus 1 Hit Point per minute for the next 10 minutes; the additional healing doesn't increase if the electrovore siphons multiple times.
Unholy Radiation (disease) The nuclear mummy's touch carries a mutating radiation. An infected creature can't heal damage it takes from unholy radiation until it has been cured of the disease; Saving Throw DC 20 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 1d6 poison damage (1 day); Stage 3 1d6 poison damage (1 day); Stage 4 1d6 poison damage (1 day); Stage 5 dead, rising as a nuclear zombie (using a driftdead returned's statistics)