AQUATIC MUMMY
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.
AQUATIC MUMMY
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)
ACTIONS
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.
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