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Mummy, Drowned

Rarely artificially created, drowned mummies are miserable, dripping undead that have adapted to exist in an aquatic environment, usually over centuries, after their tomb or lair becomes flooded.

Recall Knowledge - Undead (Religion): DC 41
Unspecific Lore: DC 39
Specific Lore: DC 36

Elite | Normal | Weak
Proficiency without Level

Drowned MummyCreature 17

Legacy Content

Rare LE Medium Amphibious Mummy Undead 
Source Pathfinder #186: Ghost King's Rage pg. 81
Perception +13; aquatic echolocation 120 feet, darkvision
Languages Aquan, Necril; plus any two ancient languages; telepathy (30 feet)
Skills Acrobatics +13, Athletics +15, Intimidation +11, Nature +13, Stealth +13 (+15 while underwater)
Str +9, Dex +5, Con +6, Int +3, Wis +7, Cha +1
Aquatic Echolocation A drowned mummy can use its hearing as a precise sense at the listed range but only underwater.
Items +2 greater striking trident
AC 21; Fort +12, Ref +11, Will +15
HP 330 (negative healing); Immunities death effects, disease, paralyzed, poison, unconscious; Resistances fire 15
Attack of Opportunity [reaction] Water Pressure (aura, primal, transmutation) 30 feet. A creature that begins its turn within the aura feels overburdened by the weight of the water around it and must succeed at a DC 18 Fortitude save or become encumbered for as long as it remains in the area. A creature that succeeds is temporarily immune to water pressure for 24 hours. Water pressure only functions while the drowned mummy is underwater and can only affect creatures that are in contact with the same body of water.
Speed 25 feet, swim 40 feet
Melee [one-action] trident +16 [+11/+6] (magical), Damage 3d8+15 piercing plus aquatic advantageMelee [one-action] fist +16 [+12/+8] (agile), Damage 2d8+15 bludgeoning plus aquatic advantage and rancid bloatRanged [one-action] trident +14 [+9/+4] (magical, thrown 20 feet), Damage 3d8+15 bludgeoning plus Aquatic AdvantageAquatic Advantage A drowned mummy's Strikes deal an additional 2d6 damage against creatures in the same body of water as the drowned mummy.Aquatic Ambush [one-action] Rancid Bloat (curse, disease, divine, necromancy) This disease and damage from it can't be healed unless this curse is removed. A creature killed by rancid bloat rots away to waterlogged pieces of flesh and can't be resurrected except by an 8th-level resurrect ritual or similar magic. Saving Throw DC 21 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 12d6 negative damage, clumsy 2, and enfeebled 2 (1 day); Stage 3 16d6 negative damage, clumsy 4, and enfeebled 4 (1 day)Whirlpool [two-actions] (evocation, primal, water) Requirements The drowned mummy is underwater; Effect The drowned mummy commands the water to churn, creating a powerful whirlpool centered on itself. Each creature within a 30-foot emanation centered on the drowned mummy takes 14d8 bludgeoning damage (DC 21 basic Reflex save) as the powerful current batters them around. A creature that fails this save is pushed 20 feet away from the mummy and also falls prone on a critical failure. The drowned mummy can't use Whirlpool again for 1d4 rounds.

Sidebar - Related Creatures Environmental Adaptations

Mummies are resolute, refusing to abandon their tombs, burial sites, or lairs regardless of the changes wrought to these locations through the ages. Over the centuries, this stubbornness drives adaptation and innovation, resulting in mummies closely tied to their environments— no matter how weird!

All Monsters in "Mummy"

NameLevel
Bog Mummy5
Bog Mummy Cultist9
Decrepit Mummy2
Mummy, Drowned17
Ice Mummy8
Iroran Mummy10
Mummified Cat0
Mummy Guardian6
Mummy Pharaoh9
Mummy Prophet of Set13
Quoppopak Mummy13

Mummy

Source Bestiary pg. 240
While many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide eternally vigilant guardians.

Sidebar - Geb Mummification Practice

Neophytes to mummification typically apprentice to a morgue specializing in the process. Apprenticeships can last several years. Generally, the first mummies one produces are animals, usually of inferior quality. Those who become skilled remain rare enough to be a strategic resource and could be abducted, coerced, or bribed to change their allegiance or sabotage the mummification of their masters.