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Mud creature suggestions (my players stay out)

Voadam

Legend
I'm looking for some suggestions for encounter creatures in an underground druid lair where a druidic scrying pool was recently smashed in an assault causing it to overflow with elemental water and turni surrounding points of elemental earth into mud. One large chamber has a vast pool of muck over water over mud and I'm looking for something to go in there that attacks if the party falls in. The original module has a gray ooze but I'm looking for other appropriate options to consider. I have a ton of monster books including many 3rd party ones.
 

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I have vague recollections of some supplement including para-elementals made of combinations of two elements, but I can't find a reference to them in the books I have to hand.

However, that's the way I'd go - a Mud Elemental, equivalent in power to similar-size water and earth elementals, but with its own unique properties. Something like:

Mud Mastery (Ex): When encountered in a muddy, marshy or similarly waterlogged area of softened ground, all squares within 5 feet of a mud elemental become a sump of clinging mud. Any creature entering such a square is considered Entangled, and must make a Reflex save or be unable to move. Each round thereafter, a stuck creature can make a Strength check as a full-round action to break loose. If successful, the creature may make a single move as part of the full-round action. Stuck creatures may still take actions other than movement normally, subject to the restrictions of the Entangled condition.
 

Fiend Folio's got the mud slaad.

Dragon #302 has a mud golem.

Dungeon #138 has a mud grue.

As someone suggested upstream, ooze paraelementals (MotP) and ooze element creatures (Dragon #347) would be perfect, as they are combinations of elemental water and earth.
 


The first edition MOP (or was it the planescape MC III?) mentioned how the quasielemental plane of ooze was filled with worms and burrowing insects.

How about gricks and giant roaches?
 

Mud Golems in MMIII are CR11 and have a couple cool abilities. The mud spew cone that temp blinds and is slippery for an hour. And the Engulf ability which means getting sucked into and grappling your way out of the golem's body. Those stuck to it take half the damage when successfully attacked.
 


howandwhy99 said:
Mud Golems in MMIII are CR11 and have a couple cool abilities. The mud spew cone that temp blinds and is slippery for an hour. And the Engulf ability which means getting sucked into and grappling your way out of the golem's body. Those stuck to it take half the damage when successfully attacked.

Crap I've got MM I, II, IV and Fiend Folio but not III, V or Monsters of Faerun.

I've also got Tome of Horrors Revised, Monsternomicon 3.5, Penumbra Fantasy Bestiary, Denizens of Dread, Twisted Lore, the three Creature Collections, Manual of Monsters, Monsters of Norrath, Advanced Bestiary, Book of Templates, EN Critters, and other d20 ones.
 


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