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Mummu “God of the Watery Abyss, Chaos, and Potentiality”

Mummu "God of the Watery Abyss, Chaos, and Potentiality"

Mummu is typically depicted as a shapeless, ever-changing entity, representing the swirling chaos and formlessness of the primeval sea. As such, it has no distinct physical form or features that can be described in conventional terms. The god’s appearance is often described as a writhing, undulating mass of water and darkness, constantly shifting and changing in form. Some depictions of it show the god as a roiling whirlpool, while others portray the deity as an amorphous cloud of mist or vapor. Despite the lack of a consistent physical form, Mummu’s presence is said to be felt through the chaotic energy and unpredictability that surrounds the god.

  • Pantheon: Mesopotamian pantheon
  • Deity Title: God of the Abyss, Chaos, and Potentiality
  • Deity Symbol: A swirling vortex or a shapeless, ever-changing mass
  • Home Plane: The Abyss or the Elemental Plane of Water
  • Deity Level: Greater deity
  • Alignment: Chaotic neutral
  • Aliases: The Shapeless One, Lord of Chaos
  • Superior: None
  • Traditional Allies: Tiamat, Dagon
  • Traditional Foes: Anu, Enlil, Marduk
  • Divine Artifact: The Amulet of Chaos, which imbues the wearer with the power to unleash chaos and destruction
  • Servants: Primordial elementals, krakens, aboleths
  • Servitor Creatures: Shapeless oozes and slimes, chaotic water creatures
  • Sacred Animal: The Leviathan
  • Manifestations: Whirlpools, tidal waves, shapeless tentacled forms
  • Signs of Favor: Sudden and unpredictable storms, the appearance of strange and bizarre sea creatures
  • Worshipers: Primordial beings, chaotic sea creatures, those who seek to harness the power of chaos and destruction
  • Cleric Alignments: Chaotic neutral, chaotic evil
  • Specialty Priests: The Shapeless, The Unpredictable
  • Holy Days: The Festival of the Abyss, which is celebrated during the full moon of the spring equinox
  • Portfolio: Chaos, Destruction, Water, Primordial forces
  • Domains: Chaos, Destruction, Water, Tempest
  • Favored Weapon: The Trident
  • Favored Class: Sorcerer
  • Favored Race: Aboleth
  • Duties of the Priesthood: Spread chaos and destruction, harness the power of the abyss and the sea, seek out and destroy the enemies of chaos
  • Major Cult/Temple Sites: The Sunken Temple of Mummu, located deep beneath the ocean’s surface
  • Benefits: Clerics and followers of Mummu gain the ability to call upon the power of the abyss and summon chaotic water creatures to aid them in battle. They also gain resistance to elemental water damage and the ability to create whirlpools and tidal waves.

Mummu is an ancient Mesopotamian deity, a primordial god of the watery abyss and the chaotic forces of creation. As the embodiment of formlessness and potentiality, Mummu is said to have existed before the beginning of time itself, and to have played a key role in the creation of the world.

Mummu is often depicted as a shapeless and ever-changing entity, embodying the swirling chaos of the primeval sea. Though Mummu is rarely worshipped directly by humans, the god’s influence is felt throughout Mesopotamian mythology, where Mummu is often cited as a key player in the creation of the world and the rise of the gods.

As a god of chaos and potentiality, Mummu is motivated by a deep desire to see the world remain in a state of flux and change. It delights in the unpredictable and the chaotic, and is said to have worked alongside the great god Tiamat to unleash the forces of chaos upon the world.

Despite their role in the creation of the world, Mummu is not typically seen as a benevolent or malevolent deity. Rather, the god is seen as a force of nature, beyond the concepts of good and evil that govern the world of mortals. It’s goals are likewise inscrutable to most mortals, as the god’s motivations are rooted in the unknowable depths of the abyss. Nonetheless, Mummu’s influence remains felt throughout Mesopotamian mythology, reminding humans of the ever-present chaos and potentiality that lies beneath the surface of the world.

Mummu, Primordial God of Chaos

Huge elemental, unaligned

Armor Class: 20 (natural armor)

Hit Points: 550 (40d12 + 280)

Speed: 60 ft., swim 120 ft.

30 (+10)24 (+7)28 (+9)26 (+8)24 (+7)30 (+10)

Skills: Perception +15 Senses: darkvision 120 ft., passive Perception 25 Languages: understands all languages but can’t speak Challenge Rating: 28 (120,000 XP)


  • Amorphous Form: Mummu can move through a space as narrow as 1 inch wide without squeezing.
  • Legendary Resistance (3/Day): If Mummu fails a saving throw, it can choose to succeed instead.
  • Magic Resistance: Mummu has advantage on saving throws against spells and other magical effects.
  • Magic Weapons: Mummu’s weapon attacks are magical.
  • Primordial Nature: Mummu doesn’t require air, food, drink, or sleep.


  • Multiattack: Mummu can use its Fling and Tentacle Slam attacks.
  • Fling: Melee Weapon Attack: +18 to hit, reach 20 ft., one creature. Hit: 28 (4d8 + 10) bludgeoning damage, and the target is flung up to 60 feet in a random direction and knocked prone. If the target collides with a solid object, it takes an additional 10 (3d6) bludgeoning damage per 10 feet traveled.
  • Tentacle Slam: Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 24 (3d10 + 10) bludgeoning damage and the target is grappled (escape DC 23). While grappled, the target is restrained, and Mummu can’t use the same tentacle to grapple another target. Mummu has 10 tentacles.
  • Whirlpool (1/Day): Mummu creates a vortex of swirling water in a 60-foot radius around it. The vortex lasts for 1 minute, pulling creatures within 60 feet of Mummu toward it. Each creature must make a DC 25 Strength saving throw. On a failure, a creature takes 28 (4d8 + 10) bludgeoning damage and is pulled 30 feet closer to Mummu. On a success, a creature takes half damage and isn’t pulled closer. A creature that ends its turn in the vortex must succeed on a DC 25 Strength saving throw or take the damage again and be pulled 30 feet closer to Mummu.
  • Chaos Wave (3/Day): Mummu unleashes a wave of chaotic energy in a 120-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 98 (28d6) force damage on a failed save, or half as much damage on a successful one.

Divine Spells: It has access to all spells in the Chaos and Water domains.

Equipment: It does not use or carry any equipment.

Challenge Rating: 28 (120,000 XP)

Lair Actions:

On initiative count 20 (losing initiative ties), Mummu takes a lair action to cause one of the following effects:

  • The ground shakes violently in a 120-foot radius around Mummu, causing all creatures within the area to make a DC 25 Strength saving throw or be knocked prone.
  • Mummu causes a massive tidal wave to crash down on a 120-foot long, 60-foot wide line in front of it. Each creature in the area must make a DC 25 Dexterity saving throw or take 56 (16d6) bludgeoning damage and be pushed back 30 feet.
  • Mummu releases a chaotic burst of energy in a 120-foot radius around it. Each creature within the area must make a DC 25 Constitution saving throw or take 28 (8d6) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Legendary Actions:

  • Mummu can take 3 legendary actions per turn, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Mummu regains spent legendary actions at the start of its turn.
  • Attack: It makes one Fling or Tentacle Slam attack.
  • Chaos Magic (Costs 2 Actions): It casts a spell from the Chaos or Water domain.
  • Tidal Wave (Costs 3 Actions): It causes a massive tidal wave to crash down on a 120-foot long, 60-foot wide line in front of it. Each creature in the area must make a DC 25 Dexterity saving throw or take 56 (16d6) bludgeoning damage and be pushed back 30 feet.

Regional Effects:

The region containing Mummu’s lair is warped by the god’s chaotic presence, which creates the following effects:

  • The terrain within 6 miles of it’s lair is always wet, and all bodies of water within that area are turbulent and difficult to navigate.
  • At night, the stars in the sky above it’s lair appear to shift and dance in random patterns, making navigation by the stars impossible.
  • Chaos magic occasionally surges within 1 mile of it’s lair, causing unpredictable and dangerous effects, such as sudden rainstorms, earthquakes, or even temporary planar rifts.
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