Mudlord
Description
Mudlords are agile creatures made of living mud. Some are natural elemental creatures, and others were created by long-term mixing of earth and magical water, such as by an enchanted fountain or pool leaking into the surrounding soil.
Regardless of their origin, mudlords are xenophobic and highly territorial. They avoid contact with humanoid creatures, and go to great lengths to ensure their mud-filled lairs are far from any humanoid settlements. If a group of humanoids settles too close to a mudlord enclave, the mudlords aggressively attempt to eradicate the humanoid infestation from their lands.
Because its natural form is a loose pile of mud and it can flatten itself even further, a common mudlord tactic is to blend in with a swamp, quicksand, or other depression in the earth (using its freeze ability to resemble a mud puddle) and wait for intruders to approach.
Among their own kind, mudlords are rambunctious and playful, engaging in wrestling matches, mud-throwing contests, and races. They have been known to ally with earth, mud, and water elementals, but consider themselves the superiors in these alliances because of their greater intelligence. Exceptional mudlords often become druids, oracles, or rangers, and are more tolerant of humanoids, often accepting tribute from tribes of boggards, goblins, or lizardfolk in exchange for truces. Some arise from contaminated sources (such as a demon imprisoned in water) and these might ally themselves with fiends, slimes, or other strange creatures.
A typical mudlord stands 7 feet tall and weighs 250 pounds.
Combat Stats
- Melee
- 2 slams +13 (2d6+3 plus grab)
- Ranged
- mudball +12 touch (blindness)
- DR
- 10/magic
- SR
- 17
- Defensive Abilities
- amorphous
Ability Scores
Proficiencies
Weapons: Martial, Simple
Special Attacks
Engulf — A mudlord can engulf no more than one Medium or two Small or smaller creatures at a time.
smother
Special Qualities
freeze (mud puddle)
Feats
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills
Acrobatics +15, Climb +9, Escape Artist +15, Intimidate +10, Knowledge (planes) +6, Perception +13, Stealth +18, Swim +17
- Type
- Outsider
- Alignment
- N
- Size
- Medium
- Environment
- temperate or warm marshes or underground
- Organization
- solitary, pair, or gang (3–12)
- Treasure
- standard
- Senses
- darkvision 60 ft., tremorsense 30 ft.; Perception +13
- Languages
- Terran
- Source
- Bestiary 4