Mummy of the Deep
Medium endead, neutral evil
Armor Class
14 (natural armor)
Hit Points
52 (8d8 + 16)
Speed
20 ft., swim 20 ft.
STR
17 (+3)
DEX
10 (+0)
CON
14 (+2)
INT
6 (-2)
WIS
14 (+2)
CHA
15 (+2)
Damage Immunities
necrotic, poison
Damage Resistances
fire; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned
Senses
darkvision 60 ft., passive Perception 15
Saving Throws
Con +5, Wis +5
Skills
Athletics +6, Perception +5, Stealth +3
Languages
the languages it knew in life
Challenge
5 (1,800 XP)
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 the fifth edition SRD for more information on 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.