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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

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