Archives of Nethys

Pathfinder 1E | Pathfinder 2E | Starfinder

All | Unique
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Families | Templates | Types | Subtypes | Universal Monster Rules


Muckdweller

This bipedal lizard has mottled gray-and-brown flesh. A short dorsal fin runs the length of its body and its forelimbs look like hands.

Muckdweller CR 1/4

Source Bestiary 5 pg. 175
XP 100
N Small magical beast
Init +2; Senses darkvision 60 ft., low-light vision; Perception +5

Defense

AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 (1d10)
Fort +2, Ref +4, Will +1

Offense

Speed 10 ft., swim 30 ft.
Melee bite +4 (1d6–1)
Special Attacks blinding spray

Statistics

Str 8, Dex 14, Con 11, Int 9, Wis 12, Cha 7
Base Atk +1; CMB -1; CMD 11
Feats Weapon Finesse
Skills Acrobatics +6, Perception +5, Swim +14; Racial Modifiers +4 Acrobatics, +4 Swim
Languages Draconic
SQ dextrous swimmer

Ecology

Environment temperate marshes
Organization solitary, pack (3–7), or swarm (8–17)
Treasure standard

Special Abilities

Blinding Spray (Ex) By filling its mouth with muddy water, a muckdweller can fire a concentrated stream of muck in a 10-foot line. A creature in the area must succeed at a DC 10 Reflex save or be blinded for 1d2 rounds. A muckdweller must spend a move action to refill its mouth with muddy water to use its spray again. The save DC is Constitution-based.
Dextrous Swimmer (Ex) A muckdweller moves through water gracefully. It uses its Dexterity modifier instead of its Strength modifier on Swim checks.

Description

Muckdwellers have long tails that allow them to swim rapidly through the water or maintain their balance when standing upright. They sometimes associate with lizardfolk, forming allied settlements, but rarely living in the same community. Still they work and hunt together for mutual benefit. Most muck dwellers stand 3-1/2 feet tall and weigh 70 pounds.