Perception +12; darkvision, tremorsense (imprecise) 30 feet
Languages Common, Gnomish, Undercommon
Skills Athletics +12, Stealth +11 (+13 while buried in a bog)
Str +5, Dex +2, Con +0, Int +0, Wis +1, Cha +0
AC 21; Fort +13, Ref +9, Will +14
HP 85, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious; Weaknesses cold 5; Resistances fire 5
Breath of the Bog (aura, divine, enchantment, mental) 30 feet. A creature that begins its turn within the area feels as if its lungs were filling with water and must succeed at a DC 19 Fortitude save or be unable to speak or breathe. The creature can still hold its breath and can attempt a new saving throw at the end of its turn. A creature that succeeds is temporarily immune to breath of the bog for 24 hours.
Rise Up Trigger A creature walks on top of a bog mummy that lies buried in the mud or peat below; Requirements Initiative has not yet been rolled; Effect The bog mummy automatically notices the creature and Burrows before rolling initiative.
Speed 20 feet; burrow 15 feet
Melee fist +14, Damage 2d6+5 plus bog rot
Bog Rot (curse, disease, divine, necromancy, negative) This affliction can’t be reduced below stage 1, nor can the damage from it be healed, until it’s successfully treated with
or a similar effect; the affliction can then be removed as normal for a disease. A creature killed by bog rot melts into a noxious sludge and can’t be resurrected except by a 7th-level ritual or similar magic; Saving Throw DC 21 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 3d6 negative damage and clumsy 1 (1 day)