Tuesday, March 10, 2015

The World of Eave: Aquatic Mummies

The sea is a mysterious place and there are some sects of evil priests of the sea that use the bodies of dead sailors, fisherman or peoples taken in raids of coastal towns.  With a maw filled with shark like teeth they are hideously bloated with the seawater and are constantly dripping.  Their flesh is hard and shark-like and their eyes are unblinking and solid black like that of a shark.
By the Will of Sekolah. Aquatic Mummies were first created by the sahuagin by the priestess of Sekolah.  The secret to creating them has passed to other aquatic races and some coastal towns.  They are used to raid the coastal communities or to guard against such raids. 
Cavador. The ruins of Cavador in the south are the remains of great battle between two empires.  Ancient magicks and mighty armies were used to take the jungle city, but it was a natural disaster which brought the city low.  A powerful earthquake destroyed the coast, and brought destruction to many of the towns and cities.  The ancient magicks that were used cursed many of the inhabitants and eventually turning them into aquatic mummies.
Bloodthirsty. Aquatic mummies are very shark-like in their appearance and their actions.  When not commanded to guard something of import, they are often swimming along ripping and shredding their way through the local wildlife, hunting in the way sharks do.  However they do not eat what they kill and will leave what they slay behind them a in a bloody mess.  Usually sharks will follow them feasting upon the unlucky targets.
Undead Nature.  An aquatic mummy doesn't require air, food, drink, or sleep.

Medium undead, lawful evil
Armor Class 12 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 20ft., swim 30ft.
STR 16 (+3)  DEX 10 (+0)  CON 15 (+2)  INT 6 (-2)  WIS 10 (+0)  CHA 12 (+1)
Saving Throws Wis +2
Damage Vulnerabilities: lightning
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: darkvision 60ft., passive Perception 10
Languages: does not speak but understand the languages it knew in life
Challenge 4 (1100P)

Multiattack. The mummy can use its Drowning Glare and makes one attack with its bleeding bite.
Bleeding Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing 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 blood-in-the-water. The cursed target will continue to bleed and suffer 10 (3d6) necrotic damage for each round the creature fails the saving throw or a remove curse spell or other magic is cast upon them.
Drowning 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 11 Wisdom saving throw against this magic or start to drown, dropping to 0 hit points.  A creature that successfully passes a saving throw is immune to the gaze for 24 hours.  Creatures who can breathe underwater are immune to this effect.