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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
A Leveled-Up Bestiary: Volume Two
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<blockquote data-quote="Faolyn" data-source="post: 9430063" data-attributes="member: 6915329"><p>The next guardian is the <strong>mud guardian</strong>, which I kinda feel sorry for. It’s just so unglamourous, kinda weak, <em>and </em>it’s primarily made by “primitive” creatures. Still, this gives you a way to spice up your encounters with lizardfolk, boggards, and other low-CR swamp-dwelling humanoids. If you remove the Immutable Form and Magic Resistance traits and switch the monster type around, you can even use it as a mud elemental.</p><p></p><p>[ATTACH=full]375846[/ATTACH]</p><p></p><p><span style="font-size: 22px"><strong><span style="color: rgb(41, 105, 176)">Mud Guardian</span></strong></span></p><p>The Bestiary, Dragon Magazine #302</p><p>Creature by Eric Cagle; art by Marc Sasso</p><p></p><p>Mud guardians are commonly made by people who, due to technological limitations, don’t have the ability to fire clay in a kiln. They are particularly common in wet, swampy areas and remain the guardian of choice by boggards, lizardfolk, and other swamp-dwelling humanoids. They are far weaker than clay golems are, but being made of mud and unfired clay, are also far easier to make.</p><p></p><p>Mud golems are usually amorphous in shape, with only a slash for a mouth and scooped-out pits for eyes.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Mud Guardian Encounters</span></span></strong></p><p><strong>Challenge Rating 5-10</strong> 1-2 mud golems; mud golem and lizardfolk chosen one; mud golem and 1d4+4 boggards bravos or lizardfolk</p><p><strong><em>Treasure:</em></strong> Use the treasure under Guardian Encounters in <em>Monstrous Menagerie.</em></p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Mud Guardian</span></span></strong></p><p><strong>Large construct; Challenge 5 (1,800 XP)</strong></p><p><strong>AC</strong> 13 (natural armor)</p><p><strong>HP</strong> 85 (10d10+30; bloodied 42</p><p><strong>Speed</strong> 30 ft., swim 30 ft.</p><p></p><p><strong>STR</strong> 17 (+3) <strong>DEX</strong> 9 (-1) <strong>CON</strong> 16 (+3)</p><p><strong>INT</strong> 2 (-4) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 1 (-5)</p><p></p><p><strong>Proficiency</strong> +3; <strong>Maneuver DC</strong> 14</p><p><strong>Damage Resistances</strong> fire; piercing and slashing</p><p><strong>Damage Immunities</strong> poison, psychic; damage from nonmagical, non-adamantine weapons</p><p><strong>Condition Immunities</strong> charmed, fatigue, frightened, paralyzed, petrified, poisoned</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 10</p><p><strong>Languages</strong> understands the languages of its creator but can’t speak</p><p></p><p><strong><em>Constructed Nature.</em></strong> The guardian doesn’t require air, sustenance, or sleep.</p><p></p><p><strong><em>Hardened By Fire.</em></strong> If the guardian takes fire damage, then until the end of its next turn, its walking and swim speeds are reduced to 20 feet, but its AC increases by 2 and its slam attacks inflict an additional 1d10 bludgeoning damage.</p><p></p><p><strong><em>Immutable Form.</em></strong> The guardian is immune to any effect that would alter its form.</p><p></p><p><strong><em>Magic Resistance.</em></strong> The guardian has advantage on saving throws against spells and other magical effects.</p><p></p><p><strong><em>Mud-Walker.</em></strong> The guardian’s movement isn’t hindered by mud, silt, quicksand, or other soft terrain, including its own breath weapon. If it swims muddy or silty water, it is invisible while doing so.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The guardian attacks twice with its slam.</p><p></p><p><strong><em>Slam. </em></strong><em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit: </em>14 (2d10+3) bludgeoning damage. If both attacks hit one Medium or smaller creature, the target is grappled (escape DC 14), and the guardian uses Engulf against it.</p><p></p><p><strong><em>Engulf. </em></strong>The guardian absorbs a Medium or smaller grappled creature into its body. The engulfed creature is blinded, restrained, can’t breathe, and moves with the guardian. At the start of each of the guardian’s turns, the target takes 11 (2d6 + 4) bludgeoning damage.</p><p></p><p><strong><em>Muddy Breath (Recharge 5-6).</em></strong> The guardian exhales a gout of greasy mud in a 15-foot cone. The area remains difficult terrain until it dries in one hour or targeted by magical fire. Each creature in the area must make a DC 14 Dexterity saving throw. On a failure, the creature is blinded until the end of its next turn. A creature that enters or ends its turn within that area must make a DC 14 Dexterity saving throw or fall prone.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9430063, member: 6915329"] The next guardian is the [B]mud guardian[/B], which I kinda feel sorry for. It’s just so unglamourous, kinda weak, [I]and [/I]it’s primarily made by “primitive” creatures. Still, this gives you a way to spice up your encounters with lizardfolk, boggards, and other low-CR swamp-dwelling humanoids. If you remove the Immutable Form and Magic Resistance traits and switch the monster type around, you can even use it as a mud elemental. [ATTACH type="full"]375846[/ATTACH] [SIZE=6][B][COLOR=rgb(41, 105, 176)]Mud Guardian[/COLOR][/B][/SIZE] The Bestiary, Dragon Magazine #302 Creature by Eric Cagle; art by Marc Sasso Mud guardians are commonly made by people who, due to technological limitations, don’t have the ability to fire clay in a kiln. They are particularly common in wet, swampy areas and remain the guardian of choice by boggards, lizardfolk, and other swamp-dwelling humanoids. They are far weaker than clay golems are, but being made of mud and unfired clay, are also far easier to make. Mud golems are usually amorphous in shape, with only a slash for a mouth and scooped-out pits for eyes. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Mud Guardian Encounters[/SIZE][/COLOR] Challenge Rating 5-10[/B] 1-2 mud golems; mud golem and lizardfolk chosen one; mud golem and 1d4+4 boggards bravos or lizardfolk [B][I]Treasure:[/I][/B] Use the treasure under Guardian Encounters in [I]Monstrous Menagerie.[/I] [B][COLOR=rgb(41, 105, 176)][SIZE=7]Mud Guardian[/SIZE][/COLOR] Large construct; Challenge 5 (1,800 XP) AC[/B] 13 (natural armor) [B]HP[/B] 85 (10d10+30; bloodied 42 [B]Speed[/B] 30 ft., swim 30 ft. [B]STR[/B] 17 (+3) [B]DEX[/B] 9 (-1) [B]CON[/B] 16 (+3) [B]INT[/B] 2 (-4) [B]WIS[/B] 10 (+0) [B]CHA[/B] 1 (-5) [B]Proficiency[/B] +3; [B]Maneuver DC[/B] 14 [B]Damage Resistances[/B] fire; piercing and slashing [B]Damage Immunities[/B] poison, psychic; damage from nonmagical, non-adamantine weapons [B]Condition Immunities[/B] charmed, fatigue, frightened, paralyzed, petrified, poisoned [B]Senses[/B] darkvision 60 ft., passive Perception 10 [B]Languages[/B] understands the languages of its creator but can’t speak [B][I]Constructed Nature.[/I][/B] The guardian doesn’t require air, sustenance, or sleep. [B][I]Hardened By Fire.[/I][/B] If the guardian takes fire damage, then until the end of its next turn, its walking and swim speeds are reduced to 20 feet, but its AC increases by 2 and its slam attacks inflict an additional 1d10 bludgeoning damage. [B][I]Immutable Form.[/I][/B] The guardian is immune to any effect that would alter its form. [B][I]Magic Resistance.[/I][/B] The guardian has advantage on saving throws against spells and other magical effects. [B][I]Mud-Walker.[/I][/B] The guardian’s movement isn’t hindered by mud, silt, quicksand, or other soft terrain, including its own breath weapon. If it swims muddy or silty water, it is invisible while doing so. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The guardian attacks twice with its slam. [B][I]Slam. [/I][/B][I]Melee Weapon Attack:[/I] +6 to hit, reach 5 ft., one target. [I]Hit: [/I]14 (2d10+3) bludgeoning damage. If both attacks hit one Medium or smaller creature, the target is grappled (escape DC 14), and the guardian uses Engulf against it. [B][I]Engulf. [/I][/B]The guardian absorbs a Medium or smaller grappled creature into its body. The engulfed creature is blinded, restrained, can’t breathe, and moves with the guardian. At the start of each of the guardian’s turns, the target takes 11 (2d6 + 4) bludgeoning damage. [B][I]Muddy Breath (Recharge 5-6).[/I][/B] The guardian exhales a gout of greasy mud in a 15-foot cone. The area remains difficult terrain until it dries in one hour or targeted by magical fire. Each creature in the area must make a DC 14 Dexterity saving throw. On a failure, the creature is blinded until the end of its next turn. A creature that enters or ends its turn within that area must make a DC 14 Dexterity saving throw or fall prone. [/QUOTE]
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