Full Name |
Marty the Mud Elemental |
Race |
Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | |
Classes/Levels |
F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None |
About Marty the Mud Elemental
Marty the Mud Elemental
This animate pile of mud seems barely able to maintain the semblance of a humanoid form made of dripping sludge.
Marty the Mud Elemental (small) CR 1
XP 400
Small mud elemental (Pathfinder RPG Bestiary 2 120)
N Small outsider (earth, elemental, extraplanar, water)
Init -1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +5
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Defense
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AC 16, touch 10, flat-footed 16 (-1 Dex, +6 natural, +1 size)
hp 17+2/17 (2d10+6+2 temp)
Fort +6, Ref +2, Will +0
Immune elemental traits, acid
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Offense
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Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide
Melee slam +7 (1d4+6)
Special Attacks entrap (DC 14, 10 minutes, hardness 5, hp 5)
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Statistics
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Str 18, Dex 8, Con 17, Int 4, Wis 11, Cha 11 (includes +4 to STR and CON from Augment Summoning)
Base Atk +2; CMB +5 (+7 bull rush); CMD 14 (16 vs. bull rush)
Feats Improved Bull Rush[B], Power Attack
Skills Acrobatics -1 (-5 to jump), Climb +8, Escape Artist +3, Knowledge (planes) +1, Perception +5, Stealth +7, Swim +12
Languages Terran
SQ entrap
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Special Abilities
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Burrow (10 feet) You have a Burrow speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Earth Glide (Ex) Burrowing leaves no tunnel or hole or evidence of the movement.
Elemental Traits Elementals have many immunities.
Entrap (DC 14) The specified attack can fix the target in place.
Entrap (Ex) The mud from an elemental's entrap ability can be washed away in 1d3 rounds of immersion in water.
Immunity to Acid You are immune to acid damage.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Outsider Ties Garduk has a trait that adds temporary hit points to summoned elementals equal to the level of the spell used
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Swim (30 feet) You have a Swim speed.
Tremorsense (30 feet) Sense creatures and objects in contact with ground or water.