Archives of Nethys

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Elemental (Mud)

Source Bestiary 2 pg. 120
This animate pile of mud seems barely able to maintain the semblance of a humanoid form made of dripping sludge.

An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. An elemental has the following features.
  • Immunity to bleed, paralysis, poison, sleep effects, and stunning.
  • Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
  • Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
  • Elementals do not breathe, eat, or sleep.
Languages Terran

Ecology

Environment any land or water (Plane of Earth)
Organization solitary, pair, or gang (3–8)
Treasure none

Special Abilities

Earth Glide (Ex) A burrowing mud elemental can pass through dirt, gravel, or other loose or porous solid matter as easily as a fish swims through water. It cannot use this ability to pass through a solid barrier such as a stone or brick wall. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing mud elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Entrap (Ex) The mud from an elemental's entrap ability can be washed away in 1d3 rounds of immersion in water.

Creatures in "Elemental (Mud)" Category

NameCR
Elder Mud Elemental11
Greater Mud Elemental9
Huge Mud Elemental7
Large Mud Elemental5
Medium Mud Elemental3
Small Mud Elemental1

Elemental (Mud), Medium Mud Elemental

Medium Mud Elemental CR 3

Source Bestiary 2 pg. 120
XP 800
N Medium outsider (earth, elemental, extraplanar, water)
Init +0; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +7

Defense

AC 16, touch 10, flat-footed 16 (+6 natural)
hp 30 (4d10+8)
Fort +6, Ref +4, Will +1
Immune acid, elemental traits

Offense

Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide
Melee slam +7 (1d6+4 plus entrap)
Special Attacks entrap (DC 14, 10 minutes, hardness 5, hp 5)

Statistics

Str 16, Dex 10, Con 15, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +7; CMD 17
Feats Cleave, Improved Bull Rush, Power Attack
Skills Climb +8, Escape Artist +5, Knowledge (planes) +2, Perception +7, Stealth +5, Swim +11

Ecology

Environment any land or water (Plane of Earth)
Organization solitary, pair, or gang (3–8)
Treasure none

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.