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<blockquote data-quote="the Jester" data-source="post: 5749317" data-attributes="member: 1210"><p>Okay, the heavily revised mudman, with a ton of variants...</p><p></p><p><strong>MUDMAN </strong></p><p><strong> Source: </strong>2e Monstrous Manual. </p><p> </p><p>A mudman is a stocky, vaguely-humanoid creature composed entirely of mud. A typical mudman stands anywhere from 3' to 7' in height and its coloration might vary from a clay red to tarry black. Often, a mudman will have small twigs and bits of grass or gravel caught up within it, and some even have bugs or worms within their bodies.</p><p> </p><p><strong>Born of Enchanted Waters:</strong> Mudmen are created where enchanted waters (even mildly encahnted ones, such as a stream eroding an enchanted structure) collect and evaporate. The dweomer becomes concentrated, and slowly a population of mudmen is born. Most of the time, the mudmen are a part of the pool from which they formed and are quiescent. However, when the pool is disturbed, the mudmen awaken, forming bodies and emerging to defend it.</p><p> </p><p><strong>All Across the Planes:</strong> Mudmen can form anywhere the conditions are right, from the gutters and trash heaps of Gloomwrought to the Feywild's bogs to the Elemental Chaos. Thus, a mudman might be encountered almost anywhere. In some places where the magical waters are especially potent, mudmen with unique or unusual powers might be born.</p><p></p><p><strong>Bog Mudman Level 1 Controller </strong> </p><p>Small natural animate (earth, water) XP 100 </p><p>HP 23; Bloodied 11 Initiative -1</p><p>AC 15; Fortitude 14; Reflex 11; Will 12 Perception +0</p><p>Speed 4 (swamp walk) Tremorsense 6</p><p>Resist weapons 5</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Mud Bludgeon * At Will</p><p> Attack: Melee 1 (one creature); +5 vs. AC.</p><p> Hit: 1d8+4 damage and the target is slowed (save ends).</p><p></p><p>(rbasic) Mud Ball * At Will</p><p> Attack: Ranged 10 (one creature); +4 vs. Reflex.</p><p> Hit: 1d6+5 damage, and the target is slowed (save ends). </p><p> First Failed Save: The target is instead immobilized (save ends).</p><p> Second Failed Save: The target is instead restrained. This condition persists until either the target or a creature adjacent to it makes an Athletics check, DC19, as a move action to free the target.</p><p>---</p><p>Str 17 Dex 8 Wis 10</p><p>Con 15 Int 2 Cha 1 </p><p>Alignment unaligned Languages -</p><p></p><p><strong>Plodding Mudman Level 1 Minion Controller </strong></p><p>Small natural animate (earth, water) XP 25 </p><p>HP 1; a missed attack never damages a minion Initiative -1</p><p>AC 15; Fortitude 14; Reflex 11; Will 12 Perception +0</p><p>Speed 4 (swamp walk) Tremorsense 6</p><p>Resist weapons 3</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Muddy Slam * At Will</p><p> Attack: Melee 1 (one creature); +6 vs. AC.</p><p> Hit: 3 damage and the target is slowed until the end of its next turn.</p><p></p><p>(rbasic) Hurl Mud * At Will</p><p> Attack: Ranged 10 (one creature); +4 vs. Reflex.</p><p> Hit: 3 damage and the target is slowed until the end of its next turn.</p><p>---</p><p>Str 17 Dex 8 Wis 10</p><p>Con 15 Int 2 Cha 1 </p><p>Alignment unaligned Languages -</p><p></p><p><strong>Boiling Mudman Level 7 Controller </strong> </p><p>Medium elemental animate (earth, fire, water) XP 300 </p><p>HP 59; Bloodied 29 Initiative +2</p><p>AC 21; Fortitude 20; Reflex 16; Will 19 Perception +4</p><p>Speed 4 (swamp walk) Tremorsense 6</p><p>Resist 10 fire, 5 weapons</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Boiling Mud Bludgeon (fire) * At Will</p><p> Attack: Melee 1 (one creature); +12 vs. AC.</p><p> Hit: 1d6+4 damage plus 8 fire damage and the target is slowed (save ends). </p><p></p><p>(rbasic) Boiling Mud Ball (fire) * At Will</p><p> Attack: Ranged 10 (one creature); +10 vs. Reflex.</p><p> Hit: 2d6+5 fire damage plus ongoing 10 fire damage and the target is slowed (save ends both).</p><p> First Failed Save: The target instead takes ongoing 5 fire damage and is immobilized (save ends both).</p><p>---</p><p>Str 20 Dex 8 Wis 13</p><p>Con 15 Int 2 Cha 1 </p><p>Alignment unaligned Languages -</p><p></p><p><strong>Feymarsh Mudman Level 11 Controller </strong> </p><p>Small fey animate (earth, water) XP 600 </p><p> Many of the waters in the Feywild can have bewitching effects on the minds of creatures that drink from them. A feymarsh mudman is a mudman formed from such waters on the Feywild. Unlike the plodding, sticky mudmen from the material world, however, feymarsh mudmen are relatively quick and slippery. They retain a vestige of the power of their source water.</p><p>HP 87; Bloodied 43 Initiative +7</p><p>AC 25; Fortitude 23; Reflex 23; Will 23 Perception +8</p><p>Speed 6 (swamp walk) Tremorsense 6</p><p>Resist 5 weapons</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Muddy Slam * At Will</p><p> Attack: Melee 1 (one creature); +16 vs. AC.</p><p> Hit: 2d10+8 damage and the target falls prone.</p><p></p><p>(melee) Bewitching Blow (charm) * Encounter</p><p> Attack: Melee 1 (one creaure); +14 vs. Will.</p><p> Hit: 5 damage, and the mudman slides the target up to 2 squares. The target then makes a basic attack against a target of the mudman's choice as a free action.</p><p></p><p>(area) Mud Slick (zone) * Encounter</p><p> Effect: Area burst 1 within 10 squares; the burst becomes a muddy zone until the end of the encounter. Any creature without swamp walk that ends its turn in the zone falls prone.</p><p></p><p>TRIGGERED ACTIONS </p><p> </p><p>Slippery * At Will</p><p> Trigger: The feymarsh mudman becomes grabbed.</p><p> Effect (Immediate Reaction): The grab ends.</p><p>---</p><p>Str 15 Dex 14 Wis 17</p><p>Con 20 Int 2 Cha 11 </p><p>Alignment unaligned Languages -</p><p></p><p><strong>Oozing Mudman Level 20 Minion Brute </strong> </p><p>Medium elemental animate (earth, water) XP 700 </p><p> An oozing mudman is spawned from the Slime Pits of Juiblex, on Shedaklah, one of the planes of the Abyss. Tainted by the demon prince of oozes, slimes and jellies, an oozing mudman </p><p>HP 1; a missed attack never damages a minion Initiative +11</p><p>AC 32; Fortitude 34; Reflex 30; Will 32 Perception +16</p><p>Speed 4 (swamp walk) Tremorsense 6</p><p>Resist 10 acid, 10 weapons</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Oozing Slam (acid) * At Will</p><p> Attack: Melee 1 (one creature); +25 vs. AC.</p><p> Hit: 14 damage plus ongoing 10 acid damage (save ends).</p><p></p><p>(ranged) Acidic Glob (acid) * At Will</p><p> Attack: Ranged 10 (one creature); +23 vs. Reflex.</p><p> Hit: Ongoing 20 acid damage (save ends). </p><p>---</p><p>Str 23 Dex 13 Wis 22</p><p>Con 26 Int 1 Cha 7 </p><p>Alignment unaligned Languages -</p></blockquote><p></p>
[QUOTE="the Jester, post: 5749317, member: 1210"] Okay, the heavily revised mudman, with a ton of variants... [B]MUDMAN Source: [/B]2e Monstrous Manual. A mudman is a stocky, vaguely-humanoid creature composed entirely of mud. A typical mudman stands anywhere from 3' to 7' in height and its coloration might vary from a clay red to tarry black. Often, a mudman will have small twigs and bits of grass or gravel caught up within it, and some even have bugs or worms within their bodies. [B]Born of Enchanted Waters:[/B] Mudmen are created where enchanted waters (even mildly encahnted ones, such as a stream eroding an enchanted structure) collect and evaporate. The dweomer becomes concentrated, and slowly a population of mudmen is born. Most of the time, the mudmen are a part of the pool from which they formed and are quiescent. However, when the pool is disturbed, the mudmen awaken, forming bodies and emerging to defend it. [B]All Across the Planes:[/B] Mudmen can form anywhere the conditions are right, from the gutters and trash heaps of Gloomwrought to the Feywild's bogs to the Elemental Chaos. Thus, a mudman might be encountered almost anywhere. In some places where the magical waters are especially potent, mudmen with unique or unusual powers might be born. [B]Bog Mudman Level 1 Controller [/B] Small natural animate (earth, water) XP 100 HP 23; Bloodied 11 Initiative -1 AC 15; Fortitude 14; Reflex 11; Will 12 Perception +0 Speed 4 (swamp walk) Tremorsense 6 Resist weapons 5 STANDARD ACTIONS (mbasic) Mud Bludgeon * At Will Attack: Melee 1 (one creature); +5 vs. AC. Hit: 1d8+4 damage and the target is slowed (save ends). (rbasic) Mud Ball * At Will Attack: Ranged 10 (one creature); +4 vs. Reflex. Hit: 1d6+5 damage, and the target is slowed (save ends). First Failed Save: The target is instead immobilized (save ends). Second Failed Save: The target is instead restrained. This condition persists until either the target or a creature adjacent to it makes an Athletics check, DC19, as a move action to free the target. --- Str 17 Dex 8 Wis 10 Con 15 Int 2 Cha 1 Alignment unaligned Languages - [B]Plodding Mudman Level 1 Minion Controller [/B] Small natural animate (earth, water) XP 25 HP 1; a missed attack never damages a minion Initiative -1 AC 15; Fortitude 14; Reflex 11; Will 12 Perception +0 Speed 4 (swamp walk) Tremorsense 6 Resist weapons 3 STANDARD ACTIONS (mbasic) Muddy Slam * At Will Attack: Melee 1 (one creature); +6 vs. AC. Hit: 3 damage and the target is slowed until the end of its next turn. (rbasic) Hurl Mud * At Will Attack: Ranged 10 (one creature); +4 vs. Reflex. Hit: 3 damage and the target is slowed until the end of its next turn. --- Str 17 Dex 8 Wis 10 Con 15 Int 2 Cha 1 Alignment unaligned Languages - [B]Boiling Mudman Level 7 Controller [/B] Medium elemental animate (earth, fire, water) XP 300 HP 59; Bloodied 29 Initiative +2 AC 21; Fortitude 20; Reflex 16; Will 19 Perception +4 Speed 4 (swamp walk) Tremorsense 6 Resist 10 fire, 5 weapons STANDARD ACTIONS (mbasic) Boiling Mud Bludgeon (fire) * At Will Attack: Melee 1 (one creature); +12 vs. AC. Hit: 1d6+4 damage plus 8 fire damage and the target is slowed (save ends). (rbasic) Boiling Mud Ball (fire) * At Will Attack: Ranged 10 (one creature); +10 vs. Reflex. Hit: 2d6+5 fire damage plus ongoing 10 fire damage and the target is slowed (save ends both). First Failed Save: The target instead takes ongoing 5 fire damage and is immobilized (save ends both). --- Str 20 Dex 8 Wis 13 Con 15 Int 2 Cha 1 Alignment unaligned Languages - [B]Feymarsh Mudman Level 11 Controller [/B] Small fey animate (earth, water) XP 600 Many of the waters in the Feywild can have bewitching effects on the minds of creatures that drink from them. A feymarsh mudman is a mudman formed from such waters on the Feywild. Unlike the plodding, sticky mudmen from the material world, however, feymarsh mudmen are relatively quick and slippery. They retain a vestige of the power of their source water. HP 87; Bloodied 43 Initiative +7 AC 25; Fortitude 23; Reflex 23; Will 23 Perception +8 Speed 6 (swamp walk) Tremorsense 6 Resist 5 weapons STANDARD ACTIONS (mbasic) Muddy Slam * At Will Attack: Melee 1 (one creature); +16 vs. AC. Hit: 2d10+8 damage and the target falls prone. (melee) Bewitching Blow (charm) * Encounter Attack: Melee 1 (one creaure); +14 vs. Will. Hit: 5 damage, and the mudman slides the target up to 2 squares. The target then makes a basic attack against a target of the mudman's choice as a free action. (area) Mud Slick (zone) * Encounter Effect: Area burst 1 within 10 squares; the burst becomes a muddy zone until the end of the encounter. Any creature without swamp walk that ends its turn in the zone falls prone. TRIGGERED ACTIONS Slippery * At Will Trigger: The feymarsh mudman becomes grabbed. Effect (Immediate Reaction): The grab ends. --- Str 15 Dex 14 Wis 17 Con 20 Int 2 Cha 11 Alignment unaligned Languages - [B]Oozing Mudman Level 20 Minion Brute [/B] Medium elemental animate (earth, water) XP 700 An oozing mudman is spawned from the Slime Pits of Juiblex, on Shedaklah, one of the planes of the Abyss. Tainted by the demon prince of oozes, slimes and jellies, an oozing mudman HP 1; a missed attack never damages a minion Initiative +11 AC 32; Fortitude 34; Reflex 30; Will 32 Perception +16 Speed 4 (swamp walk) Tremorsense 6 Resist 10 acid, 10 weapons STANDARD ACTIONS (mbasic) Oozing Slam (acid) * At Will Attack: Melee 1 (one creature); +25 vs. AC. Hit: 14 damage plus ongoing 10 acid damage (save ends). (ranged) Acidic Glob (acid) * At Will Attack: Ranged 10 (one creature); +23 vs. Reflex. Hit: Ongoing 20 acid damage (save ends). --- Str 23 Dex 13 Wis 22 Con 26 Int 1 Cha 7 Alignment unaligned Languages - [/QUOTE]
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