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Elemental, Mud, Elder

CR 11.00 Outsider N Huge HD 16

Where the Plane of Earth borders the Plane of Water, a mixing of the fundamental elements occurs—it is in this borderland that the mud elementals dwell. Scorned by earth and water elementals, mud elementals usually look like vaguely recognizable blobs of mud in the shape of a Material Plane creature, whether a humanoid, an animal, or even an immense insect. The exact density of their muddy bodies varies—some might be composed of silty water, while others are thick, like river clay. Large and powerful mud elementals tend to have worm-like, reptilian, or frog-like forms.

HP
152 (16d10+64)
AC
23, touch 14, flat-footed 17 (+5 Dex, +1 dodge, +9 natural, -2 size)
Init
+5
Speed
20 ft., burrow 10 ft., swim 30 ft.; earth glide
Fort
+14
Ref
+17
Will
+5
BAB
+16
CMB
+28
CMD
44
Melee
2 slams +24 (2d10+10/19-20 plus entrap)
Space
15 ft.
Reach
15 ft.
DR
10/-
str
30
+10
dex
20
+5
con
19
+4
int
10
+0
wis
11
+0
cha
11
+0

Weapons: Martial, Simple

entrap (DC 22, 10 minutes, hardness 5, hp 15)

Universal Monster Rules

Entrap (DC 22, 10 minutes, hardness 5, hp 15) Ex from Universal Monster Rule
The creature has an ability that restricts another creature's movement, usually with a physical attack such as ice, mud, lava, or webs. The target of an entrap attack must make a Fortitude save or become entangled for the listed duration. If a target is already entangled by this ability, a second entrap attack means the target must make a Fortitude save or become helpless for the listed duration. The save DCs are Constitution-based. A target made helpless by this ability is conscious but can take no physical actions (except attempting to break free) until the entrapping material is removed. The target can use spells with only verbal components or spell-like abilities if it can make a DC 20 concentration check. An entangled creature can make a Strength check (at the same DC as the entrap saving throw DC) as a full-round action to break free; the DC for a helpless creature is +5 greater than the saving throw DC. Destroying the entrapping material frees the creature.

Feats, Traits & Items

Awesome Blow from Feat

As a standard action, the creature may perform an awesome blow combat maneuver. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.

Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Great Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Greater Bull Rush from Feat

You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).

Calculated: +2 Maneuver Check Bonus
Improved Bull Rush from Feat

You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

Calculated: +2 Maneuver Check Bonus
Improved Critical (slams) from Feat

When using the weapon you selected, your threat range is doubled.

Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Climb +29, Escape Artist +24, Intimidate +19, Knowledge (planes) +19, Perception +19, Stealth +16, Swim +18

Details
Type
Outsider
Alignment
N
Size
Huge
Senses
darkvision 60 ft., tremorsense 30 ft.; Perception +19
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
8 House/Core 1 Recognized publisher
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