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Weak MudwretchCreature 1


NMediumEarthElementalWater
Source Pathfinder Society Scenario 2-06: The Crashing Wave
Perception +9 (darkvision)
Languages Terran
Skills Athletics +6, Stealth +4
Str +4, Dex +0, Con +3, Int -2, Wis +3, Cha +0

AC 14; Fort +9; Reflex +2; Will +7;
HP 30
Speed 20 feet (swim 20 feet)
Immunities bleed, critical hits, paralyzed, poison, sleep
Weaknesses Fire 5
Resistances Acid 3, Physical 3

Fist One Action +8 (+4, +0) to hit (agile) 1d8+2 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.

Muddy Field (aura)

10 feet Aura


The ground in the area is difficult terrain for all non-mudwretch creatures.

Susceptible to Desiccation

If a mudwretch takes any damage from Horrid Wilting or a similar effect, takes 10 or more fire damage from a single effect, or spends more than 24 hours outside of a source of sufficient hydration (such as a swamp, river, well, or recent rainfall), it becomes dehydrated.

While dehydrated, the mudwretch can't Spew Mud, is Sickened 2, and is Slowed 1 until it either fully immerses in water, spends 1 minute in the rain, or rehydrates in another way (such as via Gory Hydration).

Constrict One Action

1d8 bludgeoning damage, DC 16 basic fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Gory Hydration Reaction

Requirements The mudwretch is dehydrated

Trigger The mudwretch deals Constrict damage to a living creature that has blood


Effect The mudwretch squeezes harder, dealing 1d4 Persistent Bleed Damage to the target. The mudwretch absorbs this blood, removing any penalties it had as a result of being dehydrated.

Mud Puddle One Action (concentrate)

Until it next acts, the mudwretch appears to be an ordinary puddle of mud. It has an automatic result of 20 on Deception checks to pass as a mud puddle and can make a fist Strike against a creature that walks onto the mud puddle as a reaction.

Spew Mud Two Actions (conjuration, primal)

The mudwretch spews a 20-foot line of pressurized mud that deals 2d8 bludgeoning damage (DC 16 basic reflex save). On a critical failure, a creature also takes a -10-foot status penalty to its Speeds for 1 round.

The mudwretch can't Spew Mud again for 1d4 rounds.

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.


In its resting form, a mudwretch looks like a large puddle of thick, dark mud, heaped at the center in a slightly drier patch of loam. When a living creature approaches, though, the mudwretch lurches upward, piling its muddy flesh upon itself to form a roughly humanoid shape, often in vague mockery of the approaching creature's general form in cases where the creature is a humanoid itself.

Mudwretches possess a low level of intellect, and while they do not form societies or cultures of their own, they are attracted to ruins or abandoned settlements. They have little need to eat, but without a constant source of moisture, a mudwretch dries out, suffering from low throbbing aches until it can resaturate. Often, blood from living creatures has to do-a dried mudwretch is more dangerous to intruders than one that's comfortably wallowing on a river bank.


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.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.