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Muckish CreepCreature 8


NEMediumAberration
Source Pathfinder #166: Despair on Danger Island
Perception +18 (darkvision)
Languages Common
Skills Acrobatics +15, Athletics +18, Stealth +17
Str +6, Dex +3, Con +4, Int +0, Wis +0, Cha +1

AC 27; Fort +20; Reflex +15; Will +12;
HP 160 (darkvision)
Speed 25 feet
Weaknesses Fire 8
Resistances Bludgeoning 8

Fist One Action +18 (+13, +8) to hit 2d10+10 Bludgeoning
Mud Ball One Action +18 (+13, +8) to hit (thrown 30) 2d6+10 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Compression

A muckish creep can move through a gap at least 6 inches wide without Squeezing and can Squeeze through any gap at least 1 inch wide.

Mud Trail

When a muckish creep Strides or Steps, it leaves behind a slimy mud trail that coats the traversed area. All traversed squares are covered in Grease (DC 26 reflex or DC 26 acrobatics) until the start of the muckish creep's next turn.

Slippery Body

A muckish creep's body allows it to slip away from most restraints. It gains a +4 status bonus to checks to Escape. On a success, it gets a critical success instead. On a critical failure, it gets a failure instead.

Elude Grasp Reaction

Trigger A creature succeeds at an attempt to Grapple the muckish creep.


Effect The muckish creep attempts an Athletics check to Escape.

Blinding Mud

When a muckish creep hits a creature with a mud ball Strike, that creature becomes Dazzled (or Blinded on a critical hit). The creature can use an Interact action to wipe away the mud and remove the dazzled or blinded condition.

Overwhelm One Action (incapacitation)

Requirements The muckish creep has a creature grabbed.


Effect The muckish creep fills the grabbed creature's mouth and nose with mud. The creature begins to suffocate unless it succeeds at a DC 23 fortitude save. The suffocating creature or any adjacent creatures can clear the suffocating creature's airway with an Interact action.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Legends say that the first muckish creeps were born at the site of a mass grave where the souls of murdered prisoners coalesced into the surrounding soil. Another myth tells that muckish creeps were elementals so vile that their kin banished them from the Plane of Earth. Regardless of their true origins, muckish creeps are wicked creatures that resemble mud given a humanoid shape. The mud is no ordinary mixture of earth and water, however, for muckish creeps feed on the blood of the living, and they use this blood to keep their own forms moist and malleable.

Muckish creeps are particularly tenacious and single-minded when it comes to choosing prey. Once a muckish creep selects its next victim, there is little one can do to stop it, since it can seep through even the smallest cracks between doors, walls, and windows. A muckish creep typically waits until its target falls asleep before pressing itself into the creature's home, intent to kill. For all its tenacity during the hunt, the muckish creep is pragmatic when it comes to the actual kill, using its body to fill the victim's airways with mud and suffocate them.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.