Mummy of the Deep

Family: Mummies

Medium undead (aquatic), neutral evil

Armor Class 14 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 14 (+2) 6 (-2) 14 (+2) 15 (+2)

Saving Throws Constitution +5, Wisdom +5
Skills Athletics +6, Perception +5, Stealth +3
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages the languages it knew in life
Challenge 5 (1,800 XP)

Special Traits

  • Amphibious. Mummies of the deep can breathe air and water.
  • Innate Spellcasting (1/day). The mummy can innately cast control water, requiring no material components. Its innate spellcasting ability is Wisdom

Actions

  • Multiattack. The mummy can use its Dreadful Glare and makes one attack with its necrotizing strike.
  • Necrotizing Strike. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with necrotic fever. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to pluff mud. The curse lasts until removed by the remove curse spell or other magic.
  • Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 12 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare for all mummies (but no mummy lords) for the next 24 hours.
  • Drowning Breath. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The creature is grappled (escape DC 13). If the creature has not broken the mummy’s grapple by the start of the mummy’s next turn, the mummy uses its next action to press its lips against the creature’s and regurgitates seawater into the creature’s lungs. The creature immediately begins suffocating (see suffocation). While suffocating, the creature can only use its actions to try and cough the seawater up, requiring a successful DC 12 Constitution saving throw to do so.

About

This rotting, bandaged humanoid slides with a slight gait as it moves.

Its body is covered in tattered and torn bandages. Seaweed hangs from its unloving form and water drips in a constant state from its desiccated form.

A mummy of the deep is an undead creature that lairs in the depths of the sea. It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even to unlife and revive the soul as a mummy of the deep.

Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky' Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb

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