b'Mummy of the Deep \n'b'  Family:   Mummies  \n'b'  Medium   undead  (aquatic),  neutral evil  \n'b'  Armor Class  14 (natural armor)  Hit Points  52 (8d8 + 16)  Speed  20 ft., swim 20 ft.\n'b' STATS STR: 17 (+3) DEX:  10 (+0)  CON:  14 (+2)  INT:  6 (-2)  WIS:  14 (+2)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Constitution  +5,  Wisdom  +5  Skills   Athletics  +6,  Perception  +5,  Stealth  +3  Damage Resistances  fire; bludgeoning, piercing, and slashing from nonmagical weapons  Damage Immunities  necrotic, poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned   Senses   darkvision  60 ft., passive  Perception  15  Languages  the languages it knew in life  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'\n'b'  Amphibious . Mummies of the deep can breathe air and water. \n'b'  Innate Spellcasting (1/day) . The mummy can innately cast  control water , requiring no material components. Its innate spellcasting ability is  Wisdom  \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The mummy can use its Dreadful Glare and makes one attack with its necrotizing strike. \n'b'  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\xe2\x80\x99t regain  hit points , and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target\xe2\x80\x99s 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. \n'b'  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\xe2\x80\x99s 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. \n'b'  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\xe2\x80\x99s grapple by the start of the mummy\xe2\x80\x99s next turn, the mummy uses its next action to press its lips against the creature\xe2\x80\x99s and regurgitates seawater into the creature\xe2\x80\x99s lungs. The creature immediately begins suffocating (see 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. \n'b'\n'b' About \n'b' This rotting, bandaged humanoid slides with a slight gait as it moves. \n'b' Its body is covered in tattered and torn bandages. Seaweed hangs from its unloving form and water drips in a constant state from its desiccated form. \n'b' A mummy of the deep is an undead creature that lairs in the depths of the sea. It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even to unlife and revive the soul as a mummy of the deep.'