Nuclear Mummy Creature 2

Elite Weak Nuclear Mummy Creature 2

Recall Knowledge DC 20 (includes +5 from Rare) 21 (includes +5 from Rare) 23 (includes +5 from Rare)
Humanoid (Society)
Undead (Religion)
Perception +10 (darkvision)
Languages Common, Necril
Skills Athletics +7, Crafting -2, Piloting -2, Stealth +9
Str +3 Dex +1 Con +0 Int -2 Wis +4 Cha +2

AC 17 ((15 when crumbling))
Fort +6
Ref +7
Will +10
Immunities death effects, disease, paralyzed, poison, unconscious
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.
Ionizing Presence (aura, radiation) 10 feet. The nuclear mummy is highly radioactive. Any living creature that starts its turn within the emanation takes 1d6 poison damage (DC 17 basic Fortitude save).

Speed 20 feet
Melee [one-action] fist +11 , Damage 1d8+3 bludgeoning plus unholy radiation
Ranged [one-action] radioactive gasp +7 , Damage 1d12+3 poison plus 1d4 persistent poison
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)