Elemental, Mud, Elder
Description
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.
Combat Stats
- Melee
- 2 slams +24 (2d10+10/19-20 plus entrap)
- Space
- 15 ft.
- Reach
- 15 ft.
- DR
- 10/-
Ability Scores
Proficiencies
Weapons: Martial, Simple
Special Attacks
entrap (DC 22, 10 minutes, hardness 5, hp 15)
Feats
Awesome Blow, Cleave, Dodge, Great Cleave, Greater Bull Rush, Improved Bull Rush, Improved Critical (slams), Lightning Reflexes, Power Attack
Special Abilities
Universal Monster Rules
Feats, Traits & Items
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.
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.
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.
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.
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).
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.
When using the weapon you selected, your threat range is doubled.
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.
Skills
Climb +29, Escape Artist +24, Intimidate +19, Knowledge (planes) +19, Perception +19, Stealth +16, Swim +18
- Type
- Outsider
- Alignment
- N
- Size
- Huge
- Senses
- darkvision 60 ft., tremorsense 30 ft.; Perception +19
- Source
- Bestiary 2