Drowning Scum & Drowned Ones

by vonBoomslang

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The Drowned

Medium undead / (Scum) plant, neutral evil


  • Armor Class 14 (natural armor), (Scum) 12
  • Hit Points 39 (6d8+12), (Scum) 22 (4d8+4)
  • Speed 20 ft., swim 30 ft.

Type STR DEX CON INT WIS CHA
One 11 (+0) 15 (+2) 14 (+2) 7 (-2) 11 (+0) 7 (-2)
Scum 12 (+1) 14 (+2) 13 (+1) 4 (-3) 8 (-2) 5 (-3)

  • Saving Throws Wis +0
  • Skills Perception +2, Stealth +6, (Drowned One) Perception +2, (Scum) Athletics +3
  • Damage Resistances fire
  • Damage Immunities poison
  • Condition Immunities exhausted, poisoned
  • Senses darkvision 60 ft., passive Perception 12(Scum)8
  • Languages Understands one language inherited from creator but cannot speak
  • Challenge 2 (450 XP): 1 drowned one and 1d4+1 scum

Dry Out. A drowned which takes 5 or more fire damage loses its resistance to fire damage and its Persistent trait until it submerges in water.

False Appearance. While in water, drowned are indistinguishable from a patch of algae or seaweed.

Persistent. When reduced to 0 hit points, a drowned falls prone and is incapacitated. It dies if dealt damage in this state. Otherwise, at the end of its turn, roll 1d10: On a 1-2, it dies; on a 5+, it regains that many hit points and stands back up (Scum only) but only if within 30 feet of a living drowned one.

Actions

Lunging Strike. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit: 7 (2d4+2) piercing damage and move 5 ft. towards target.

Drowned Ones & Drowning Scum

Those who live near water know to steer clear when the scum is thick, as the algae- or seaweed-choked water can hide a swift death. Sometimes called shamblers or ghille men, drowned are a kind of undead terror unit - best used to unleash on innocents or as a kind of (un)living moat.

In battle, the green, slimy figures creep closer soundlessly, then surge forward with surprising speed. They favor small blades, be it rusty daggers or serrated blades of coral or bone. Even more frightening than their silence is their stubborn tendency to reconstitute and rise again if seemingly slain.

Creation. The secret of creating the drowned is usually given out to favored followers by evil river or sea deities or even lesser water spirits. Repeatedly and ritualistically drowning an enemy of the patron within an inch of their life in algae- or seaweed choked water, if performed correctly, will imbue the scum with malicious life, making it finish the task, transforming the victim into a drowned one.

Afterwards, the creatures are largely self-sustaining - the presence of drowned ones spontaneously (if slowly) animates nearby algae and seaweed, which will seek out victims to convert - a humanoid drowned by drowning scum will rise as a drowned one within minutes of death.

Loot. Drowned tend not to carry anything of value.

Undead Plant Nature. Drowned do not require food, drink or sleep, but they wither without water, air and sunlight.

Dependence. Drowning scum with no drowned ones present abandon all other tasks to try to grapple and drown any nearby humanoids.

Indistinguishable. A creature can attempt a DC 10 Intelligence (Investigation) check as an action to identify if a drowned it can see within 30 feet is a drowned one or drowning scum. Every 3 above that (a result of 14, 17, etc.) identifies an additional drowned. Drowned ones can also be identified by effects which detect undead, and by the visible humanoid corpse when they are reduced to 0 hp.

Swamp - Andrew Kuzinskiy
Uses stains by Jared Ondricek.


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