Mummy, Bog (CR 8)
Alignment: Usually chaotic evil
Initiative: -2 (Dex); Senses: sense the living and Listen +11
AC: 20 (-2 Dex, +12 natural), touch 8, flat-footed 20
Hit Dice: 12d12+3 (81 hp); DR: 5/-
Fort +4, Ref +2, Will +10
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +20
Attack: Claw +16 melee
Full Attack: 2 claws +16 melee
Damage: Claw 1d6+10
Special Attacks/Actions: Despair, improved grab, strangulation
Abilities: Str 30, Dex 6, Con -, Int 8, Wis 14, Cha 18
Special Qualities: Cold immobility, fire resistance 10, sense the living, undead traits
Feats: Cleave; Improved Bull Rush; Improved Grapple; Power Attack; Stealthy; Toughness
Skills: Climb +19, Hide +9, Listen +11, Move Silently +9, and Swim +19
Advancement: By character class
Organization: Solitary or mob (2-4)
Dragon Compendium Vol. 1
Rising out of the water is a humanoid-shaped creature with tan, leathery skin. Frayed bits of leather and linen cord are wrapped tightly around its neck, wrists and ankles. The rotting clothing it wears drips with the dark water from which it emerged.
A bog mummy is created when a sacrificial victim is cast into a bog while tied and bound. The horrific ritual that centers on this sacrifice, combined with the victim's terror and rage, give rise to the bog mummy. These beasts pose a dire threat in foul swamps where evil druidic cults and dark gods of nature hold sway. Their utter hatred of all life makes them relentless killers who, once they have sighted a target, bear down upon him until destroyed.
A bog mummy is a walking, desiccated corpse with tan, leather skin. The leather cord around its neck, used to strangle the victim before casting him into the bog, along with the frayed bits of cord around his ankles and wrists are a testimony to the terrible ritual used to create this monstrosity. Most bog mummies are clad in decayed remnants of the clothing they wore in life, and a few still wear armor and carry weapons. Some evil druid sects perform the rituals needed to spawn bog mummies immediately after a victory against outsiders who intrude into their wilderness realms.