Drownie (5e Creature)

Drownie

Medium undead, neutral evil


Armor Class 11 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 15 (+2) 8 (-1) 12 (+1) 5 (-3)

Skills Perception +3
Damage Immunities cold, poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 1 (200 XP)


Amphibious. The drownie can breathe air and water.

Innate Spellcasting. The drownie's spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no material components:

3/day each: command, minor illusion
1/day each: dissonant whispers, suggestion

Sunlight Sensitivity. While in sunlight, the drownie has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Undead Fortitude. If damage reduces the drownie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drownie drops to 1 hit point instead.

ACTIONS

Multiattack. The drownie makes two melee attacks: one with its slam and one with spear. Alternatively, it can cast a spell instead of making a spear attack.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.


Sometimes, when a person drowns at sea, they live on. They maintain much of their original self, but are fundamentally altered; they will try and entice others, siren-like, to join them under the waves. Drownies are particularly drawn to those with a fear of drowning, which they can sense for miles like a shark smelling blood, and to sailors driven mad by isolation or stress. They are fond of singing, even when not luring the living to their doom.
The lord of the drownies is known as the Fathomking, a strange and capricious being who tracks the routes of sea monsters, rules from a castle of coral, and enjoys hearing sea stories.


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