Medium Undead
Hit Dice: 20d12+20 (150 hp)
Initiative: +5
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 19 (+1 Dex, +8 natural), touch 11, f latfooted 18
Base Attack/Grapple: +10/+17
Attack: Slam +12 melee (1d8+12)*
Full Attack: 2 Slams +12 melee (1d8+12)*
Space/Reach: 5 ft./5 ft.
Special Attacks: Drowning aura
Special Qualities: Darkvision 60 ft., fast healing 5, undead
traits, unholy toughness
Saves: Fort +6, Ref +9, Will +12
Abilities: Str 25, Dex 13, Con —,
Int 9, Wis 10, Cha 12
Skills: Hide +20, Listen +14,
Move Silently +20, Spot +18,
Swim +18
Feats: Alertness, Cleave, Great
Cleave, Improved Initiative,
Improved Natural Attack
(slam), Lightning Reflexes,
Power Attack
Environment: Any
Organization: Solitary or pair
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment:--
*Includes adjustments for Power
Attack feat.
This animated corpse is sopping
wet, as if it just crawled from the
water. The air around it is thick and
cloying, exuding the essences of the
corpse’s watery grave.
The drowned lost their lives in
the watery deep. The evidence
of their gasping death always
saturates their clothing and fl esh,
and fi lls the air around them.
Many drowned came to their
current circumstances when their
ships went down at sea with all
hands. Others, more ancient, fi rst
arose when their island homes
sank beneath the waves ages ago,
drowning all.
A drowned stands between 5-
1/2 and 6-1/2 feet tall and weighs
between 120 and 210 pounds.
The drowned speak Common and Abyssal.
COMBAT
A drowned slams its foes with sodden limbs, but more worrisome
is its terrible drowning aura.
A drowned normally attacks using its Power Attack feat,
taking a –5 penalty on its attack rolls and gaining a +5 bonus
on damage rolls.
Drowning Aura (Su): A drowned gives off a 30-footradius
emanation of suffocating drowning, imbuing its
surroundings with a watery glint and deadly threat for creatures
that breathe. All breathing creatures within 30 feet of
a drowned are treated as if beneath water in terms of being
able to breathe. The drowning aura accelerates the process
of drowning.
Normally, a creature can hold its breath for a number
of rounds equal to twice its Constitution score before it
begins to drown. Within the
drowning aura, a creature can
only hold its breath if it makes
a DC 10 Constitution check
every round. Each round, the
DC increases by 1. When the
character fi nally fails its Constitution
check, it begins to
drown. In the first round, it
falls unconscious (0 hit points).
In the following round, it drops
to –1 hit points and is dying. In
the third round, if still in the
drowning aura, it drowns.
Unholy Toughness (Ex):
A drowned gains a bonus to its
hit points equal to its Charisma
modifi er × its Hit Dice.
Skills: A drowned has a +8
racial bonus on any Swim check
to perform some special action
or avoid a hazard. It can always
choose to take 10 on a Swim check,
even if distracted or endangered.
It can use the run action while
swimming, provided it swims in
a straight line.
DROWNED IN
EBERRON
Zarash Bay holds one of Khorvaire’s
largest ship graveyards, and the drowned
occasionally rise from the depths to trouble
the citizens of Zarash’ak, the City of Stilts,
to the north. The drowned are also known
to haunt Lantern Keep, a ruined stronghold
in the fetid swamp west of the bay. Ships
lost in the Straits of Shargon and Kraken Bay have also led to troubling encounters with drowned in southern Breland and Darguun. The frontier city of Stormreach on the northern tip of Xen’drik has also faced the hungry wrath
of a drowned crew.
Hit Dice: 20d12+20 (150 hp)
Initiative: +5
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 19 (+1 Dex, +8 natural), touch 11, f latfooted 18
Base Attack/Grapple: +10/+17
Attack: Slam +12 melee (1d8+12)*
Full Attack: 2 Slams +12 melee (1d8+12)*
Space/Reach: 5 ft./5 ft.
Special Attacks: Drowning aura
Special Qualities: Darkvision 60 ft., fast healing 5, undead
traits, unholy toughness
Saves: Fort +6, Ref +9, Will +12
Abilities: Str 25, Dex 13, Con —,
Int 9, Wis 10, Cha 12
Skills: Hide +20, Listen +14,
Move Silently +20, Spot +18,
Swim +18
Feats: Alertness, Cleave, Great
Cleave, Improved Initiative,
Improved Natural Attack
(slam), Lightning Reflexes,
Power Attack
Environment: Any
Organization: Solitary or pair
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment:--
*Includes adjustments for Power
Attack feat.
This animated corpse is sopping
wet, as if it just crawled from the
water. The air around it is thick and
cloying, exuding the essences of the
corpse’s watery grave.
The drowned lost their lives in
the watery deep. The evidence
of their gasping death always
saturates their clothing and fl esh,
and fi lls the air around them.
Many drowned came to their
current circumstances when their
ships went down at sea with all
hands. Others, more ancient, fi rst
arose when their island homes
sank beneath the waves ages ago,
drowning all.
A drowned stands between 5-
1/2 and 6-1/2 feet tall and weighs
between 120 and 210 pounds.
The drowned speak Common and Abyssal.
COMBAT
A drowned slams its foes with sodden limbs, but more worrisome
is its terrible drowning aura.
A drowned normally attacks using its Power Attack feat,
taking a –5 penalty on its attack rolls and gaining a +5 bonus
on damage rolls.
Drowning Aura (Su): A drowned gives off a 30-footradius
emanation of suffocating drowning, imbuing its
surroundings with a watery glint and deadly threat for creatures
that breathe. All breathing creatures within 30 feet of
a drowned are treated as if beneath water in terms of being
able to breathe. The drowning aura accelerates the process
of drowning.
Normally, a creature can hold its breath for a number
of rounds equal to twice its Constitution score before it
begins to drown. Within the
drowning aura, a creature can
only hold its breath if it makes
a DC 10 Constitution check
every round. Each round, the
DC increases by 1. When the
character fi nally fails its Constitution
check, it begins to
drown. In the first round, it
falls unconscious (0 hit points).
In the following round, it drops
to –1 hit points and is dying. In
the third round, if still in the
drowning aura, it drowns.
Unholy Toughness (Ex):
A drowned gains a bonus to its
hit points equal to its Charisma
modifi er × its Hit Dice.
Skills: A drowned has a +8
racial bonus on any Swim check
to perform some special action
or avoid a hazard. It can always
choose to take 10 on a Swim check,
even if distracted or endangered.
It can use the run action while
swimming, provided it swims in
a straight line.
DROWNED IN
EBERRON
Zarash Bay holds one of Khorvaire’s
largest ship graveyards, and the drowned
occasionally rise from the depths to trouble
the citizens of Zarash’ak, the City of Stilts,
to the north. The drowned are also known
to haunt Lantern Keep, a ruined stronghold
in the fetid swamp west of the bay. Ships
lost in the Straits of Shargon and Kraken Bay have also led to troubling encounters with drowned in southern Breland and Darguun. The frontier city of Stormreach on the northern tip of Xen’drik has also faced the hungry wrath
of a drowned crew.