Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
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Mud Elemental<br />
Large Elemental (Earth, Native, Water)<br />
Hit Dice: 8d8+32 (68 hp)<br />
Initiative: +0<br />
Speed: 20 ft. (4 squares), swim 20 ft. (4<br />
squares)<br />
Armor Class: 15 (-1 size, +6 natural), touch<br />
9, flat-footed 15<br />
Base Attack/Grapple: +6/+16<br />
Attack: Slam +11 melee (2d6+9)<br />
Full Attack: Slam +11 melee (2d6+9)<br />
Space/Reach: 10 ft./10 ft.<br />
Special Attacks: Engulf, improved grab,<br />
smo<strong>the</strong>r<br />
Special Qualities: Damage reduction 5/—,<br />
darkvision 60 ft., elemental traits<br />
A strange fusion <strong>of</strong> earth and water elemental<br />
energies, <strong>the</strong> mud elemental dwells in damp, wet<br />
marshes and jungles. While only dimly intelligent,<br />
<strong>the</strong>se creatures have a fundamentally malevolent<br />
nature that drives <strong>the</strong>m to lurk in hiding and pounce<br />
upon adventurers, travelers, and o<strong>the</strong>rs who come<br />
close to <strong>the</strong>ir hiding spots. Mud elementals have<br />
no need to eat organic matter. Ra<strong>the</strong>r, <strong>the</strong>y hunt<br />
simply because <strong>the</strong>y love <strong>the</strong> feel <strong>of</strong> a dying<br />
creature trapped in <strong>the</strong>ir suffocating embrace.<br />
Mud elementals are a deadly threat to<br />
most animals and folk, as <strong>the</strong>ir ability to remain<br />
hidden until <strong>the</strong>y strike allows <strong>the</strong>m to attack from<br />
ambush and quickly overwhelm a victim before he<br />
can <strong>of</strong>fer any real resistance. Luckily, <strong>the</strong>y lack <strong>the</strong><br />
intelligence to employ hit and run tactics. Usually,<br />
after a few beasts and people go missing along a<br />
trail, <strong>the</strong> local folk send a hunting party to root out<br />
and destroy <strong>the</strong> creature.<br />
Combat<br />
In battle, <strong>the</strong> mud elemental relies on surprise<br />
and its ability to grab and engulf its opponents.<br />
Typically, it hides within a pool <strong>of</strong> stagnant water<br />
or a patch <strong>of</strong> quicksand located beside a jungle<br />
pathway. When a potential victim wanders by, <strong>the</strong><br />
elemental surges forth to attack. Mud elementals<br />
are cowardly, preferring to strike lone travelers or<br />
small, seemingly defenseless creatures. <strong>The</strong>y lack<br />
<strong>the</strong> intelligence to deduce a creature’s abilities<br />
from its dress and equipment, leading <strong>the</strong>m to<br />
attack creatures based exclusively on size. Thus,<br />
a mud elemental might allow a cow to pass<br />
unmolested while it attacks a heavily armed and<br />
armored human.<br />
153<br />
Saves: Fort +10, Ref +2, Will +3<br />
Abilities: Str 22, Dex 10, Con 18, Int 6, Wis<br />
12, Cha 10<br />
Skills: Hide +7, Listen +4, Move Silently<br />
+2, Spot +4, Swim +14<br />
Feats: Alertness, Power Attack, Stealthy<br />
Environment: Warm forest and marsh<br />
Organization: Solitary or swarm (2-12)<br />
Challenge Rating: 8<br />
Treasure: Standard<br />
Alignment: Usually neutral evil<br />
Advancement: 9-16 HD (Large); 17-24 HD<br />
(Huge)<br />
Level Adjustment: —<br />
Engulf (Ex): A mud elemental can attempt<br />
to pull a Large or smaller creature into its body by<br />
making a successful grapple check. An engulfed<br />
creature is surrounded with mud and slime,<br />
and is subject to being smo<strong>the</strong>red. An engulfed<br />
creature may be freed with a successful Strength<br />
check. An engulfed creature can attack <strong>the</strong><br />
mud elemental with a light slashing or piercing<br />
weapon, and cannot cast spells with verbal or<br />
somatic components. Creatures trapped within a<br />
mud elemental are immediately freed if it dies.<br />
Improved Grab (Ex): To use this ability,<br />
a mud elemental must hit with its slam attack. It<br />
can <strong>the</strong>n attempt to start a grapple as a free action<br />
without provoking an attack <strong>of</strong> opportunity. If it<br />
wins <strong>the</strong> grapple check, it establishes a hold and<br />
can engulf its foe in <strong>the</strong> following round.<br />
Smo<strong>the</strong>r (Ex): A creature engulfed within a<br />
mud elemental must succeed on a DC 18 Fortitude<br />
save or swallow some <strong>of</strong> <strong>the</strong> mud elemental’s<br />
muddy substance and begin to suffocate (page 32).<br />
An opponent that fails its initial Fortitude save can<br />
attempt ano<strong>the</strong>r DC 18 Fortitude save once every<br />
2d6 rounds, until it succeeds by coughing out <strong>the</strong><br />
mud. <strong>The</strong> save DC is Constitution-based.<br />
Skills: A mud elemental has a +8 racial<br />
bonus on any Swim check to perform some special<br />
action or avoid a hazard. It can always choose<br />
to take 10 on a Swim check, even if distracted<br />
or endangered. It can use <strong>the</strong> run action while<br />
swimming, provided it swims in a straight line.<br />
*Due to <strong>the</strong> mud and water composition <strong>of</strong><br />
<strong>the</strong>ir physical bodies, mud elementals have a +10<br />
circumstance bonus on Hide checks while lurking<br />
within mud, water, quicksand, and similar materials.<br />
8