Drowned MummyCreature 17
Source Pathfinder #186: Ghost King's Rage
Perception +30 (aquatic echolocation 120 feet, darkvision)
Languages Aquan, Necril, Telepathy 30 Feet
Skills Acrobatics +30, Athletics +32, Intimidation +28, Nature +30, Stealth +30
Str +9, Dex +5, Con +6, Int +3, Wis +7, Cha +1
AC 38; Fort +29; Reflex +28; Will +32;
HP 330 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances Fire 15
Trident +33 (+28, +23) to hit (magical) 3d8+15 Piercing
Fist +33 (+29, +25) to hit (agile) 2d8+15 Bludgeoning
Trident +31 (+26, +21) to hit (magical, thrown 20) 3d8+15 Piercing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Aquatic Echolocation (Precise) 120 feetA drowned mummy can use its hearing as a precise sense at the listed range but only underwater.
Negative HealingA creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.
Attack of OpportunityTrigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Water Pressure (aura, primal, transmutation)30-foot emanation Aura
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 35 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.
Aquatic AdvantageA drowned mummy's Strikes deal an additional 2d6 damage against creatures in the same body of water as the drowned mummy.
Aquatic AmbushRequirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.
Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Flat-Footed against this Strike.
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 38 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 (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 38 basic reflex) 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.
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.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
AmphibiousAn amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.