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Elemental, Mud, Small

CR 1.00 Outsider N Small HD 2
HP
13 (2d10+2)
AC
16, touch 10, flat-footed 16 (-1 Dex, +6 natural, +1 size)
Init
-1
Speed
20 ft., burrow 10 ft., swim 30 ft.; earth glide
Fort
+4
Ref
+2
Will
+0
BAB
+2
CMB
+3
CMD
12
Melee
slam +5 (1d4+3 plus entrap)
str
14
+2
dex
8
-1
con
13
+1
int
4
-3
wis
11
+0
cha
11
+0

Weapons: Martial, Simple

entrap (DC 12, 10 minutes, hardness 5, hp 5)

Universal Monster Rules

Entrap (DC 12, 10 minutes, hardness 5, hp 5) 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

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
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 +6, Escape Artist +3, Knowledge (planes) +1, Perception +5, Stealth +7, Swim +10

Details
Type
Outsider
Alignment
N
Size
Small
Senses
darkvision 60 ft., tremorsense 30 ft.; Perception +5
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
2 House/Core
View references and cross-links for Elemental, Mud, Small

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