Elemental, Mud (Third-Party)

Source: EN World EN5IDER, “Epic Threats: Elementals”
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Elemental, Mud

Huge elemental, neutral


Armor Class 17

Hit Points 237 (19d12+95)

Speed 40 ft., burrow 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 23 (+6) 5 (-3) 10 (+0) 8 (-1)

Saving Throws Constitution +11

Damage Resistances acid and bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious

Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10

Languages Aquan and Terran

Challenge 14 (11500 XP)


Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Mud Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. The space the elemental occupies is difficult terrain for other creatures.

Actions


Multiattack. The elemental makes two slam attacks, or one slam and one hurl mud attack.

Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage and the creature is grappled (escape DC 20). While grappled this way the creature is restrained and cannot breathe. The elemental can grapple one Huge, two Large, or eight Medium or smaller creatures at one time.

Hurl Mud. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage and if the target is a creature it is restrained by the mud. The target can escape the mud and end the restrained condition by using its action to make a DC 19 Strength (Athletics) or Dexterity (Acrobatics) check.

Combined elementals are often the result of a summoning gone awry. When conjure elemental or a similar spell is cast incorrectly, the magic calls forth two life forces from separate elemental planes. These forces combine into a single, enormous form with power beyond that of a typical elemental, which makes them nearly impossible to control. Only the most powerful spellcasters can keep these beings from committing a hate-fueled destructive rampage.

Mud elementals are the combined anger of earth and water. They seek to drown all living things in choking sludge.