Weak MudwretchCreature 1
Source Pathfinder Society Scenario #2-06: The Crashing Wave
Perception +9 (darkvision)
Languages Petran
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
+8 (+4, +0) to hit (agile, unarmed) 1d8+2 BludgeoningMuddy Field (aura)
10 feet. The ground in the area is difficult terrain for all non-mudwretch creatures.
Susceptible to DesiccationIf a mudwretch takes any damage from Desiccate 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
1d8 bludgeoning damage, DC 16 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
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 bleed to the target. The mudwretch absorbs this blood, removing any penalties it had as a result of being dehydrated.
Mud Puddle
(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
(primal)The mudwretch spews a 20-foot line of pressurized mud that deals 2d8 bludgeoning damage (DC 16 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
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
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
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.
EarthEffects 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 connection to magical earth.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
WaterEffects 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 connection to magical water.