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<blockquote data-quote="BOZ" data-source="post: 149677" data-attributes="member: 1241"><p>MUCKDWELLER</p><p>Tiny Beast (Reptillian)</p><p>Hit Dice: 1/2 d10 (2 hp)</p><p>Initiative: +4 (Dex)</p><p>Speed: 10 ft, swim 30 ft</p><p>AC: 16 (+2 size, +4 Dex)</p><p>Attacks: Bite +4 melee</p><p>Damage: Bite 1d4-3</p><p>Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft</p><p>Special Attacks: Water jet</p><p>Special Qualities: Amphibious</p><p>Saves: Fort +2, Ref +6, Will +0</p><p>Abilities: Str 4, Dex 18, Con 10, Int 10, Wis 11, Cha 10</p><p>Skills: Balance +9, Listen +5, Spot +7, Swim +8</p><p>Feats: (bonus) Weapons Finess (bite)</p><p></p><p>Climate/Terrain: Temperate and warm marsh and aquatic</p><p>Organization: Tribe (5-20)</p><p>Challenge Rating: 1/6</p><p>Treasure: Standard</p><p>Alignment: Always lawful evil</p><p>Advancement: ---</p><p></p><p>The muckdweller is a bipedal, amphibious marsh dweller of tiny size. These little creatures are one foot in height, and look like upright gila monsters, with oversized legs and webbed rear feet. Like a tyrannosaurus rex, the forepaws are prehensile, but so small and weak as to be almost useless. The backs of these beasts are mottled gray and brown in color, while their undersides are yellow. They have short tails for swimming and balance on land.</p><p> These creatures lair underwater, but keep a muddy area above-water for resting, relaxing, eating, and storing their treasure. They can build tiny rafts for themselves which allow them to move at a speed of 50 feet on water, while propelling with their hind legs. Their hunting range is about a two mile radius around the lair.</p><p> Muckdwellers consider lizardfolk a superior species and sometimes serve them. Even more rarely, they take kuo-toa as masters. These creatures have a primitive form of nature worship involving water. Members of a community gain status by killing larger creatures. Their natural enemies are snakes and carnivorous fish.</p><p> Muckdwellers have their own language that consists mostly of hissing sounds, but are often able to speak Draconic as well.</p><p></p><p>COMBAT</p><p>Muckdwellers are intelligent enough to know how ineffective they can be against larger creatures, thus they like to use ambush tactics. They wait together in a pack for a victim, then use their water jet to blind it. They lead these blinded victims into muddy waters, where they lack mobility, making them easy prey for the amphibious muckdwellers. These creatures really only fight when cornered or at a serious advantage over prey.</p><p> Water Jet (Ex): Muckdwellers have the ability to squirt muddy water into creatures' eyes with uncanny aim. They can hit targets at a range of 10 yards. If a victim fails a Reflex save (DC 14), it is blinded for one round, and cannot act in that round.</p><p> Skills: Muckdwellers receive a +4 racial bonus to Swim and Balance checks because of their special tails.</p><p></p><p>The muckdweller first appeared in the Monster Manual II (1983), and later appeared in Monstrous Compendium Two (1989) and the Monstrous Manual (1993).</p></blockquote><p></p>
[QUOTE="BOZ, post: 149677, member: 1241"] MUCKDWELLER Tiny Beast (Reptillian) Hit Dice: 1/2 d10 (2 hp) Initiative: +4 (Dex) Speed: 10 ft, swim 30 ft AC: 16 (+2 size, +4 Dex) Attacks: Bite +4 melee Damage: Bite 1d4-3 Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft Special Attacks: Water jet Special Qualities: Amphibious Saves: Fort +2, Ref +6, Will +0 Abilities: Str 4, Dex 18, Con 10, Int 10, Wis 11, Cha 10 Skills: Balance +9, Listen +5, Spot +7, Swim +8 Feats: (bonus) Weapons Finess (bite) Climate/Terrain: Temperate and warm marsh and aquatic Organization: Tribe (5-20) Challenge Rating: 1/6 Treasure: Standard Alignment: Always lawful evil Advancement: --- The muckdweller is a bipedal, amphibious marsh dweller of tiny size. These little creatures are one foot in height, and look like upright gila monsters, with oversized legs and webbed rear feet. Like a tyrannosaurus rex, the forepaws are prehensile, but so small and weak as to be almost useless. The backs of these beasts are mottled gray and brown in color, while their undersides are yellow. They have short tails for swimming and balance on land. These creatures lair underwater, but keep a muddy area above-water for resting, relaxing, eating, and storing their treasure. They can build tiny rafts for themselves which allow them to move at a speed of 50 feet on water, while propelling with their hind legs. Their hunting range is about a two mile radius around the lair. Muckdwellers consider lizardfolk a superior species and sometimes serve them. Even more rarely, they take kuo-toa as masters. These creatures have a primitive form of nature worship involving water. Members of a community gain status by killing larger creatures. Their natural enemies are snakes and carnivorous fish. Muckdwellers have their own language that consists mostly of hissing sounds, but are often able to speak Draconic as well. COMBAT Muckdwellers are intelligent enough to know how ineffective they can be against larger creatures, thus they like to use ambush tactics. They wait together in a pack for a victim, then use their water jet to blind it. They lead these blinded victims into muddy waters, where they lack mobility, making them easy prey for the amphibious muckdwellers. These creatures really only fight when cornered or at a serious advantage over prey. Water Jet (Ex): Muckdwellers have the ability to squirt muddy water into creatures' eyes with uncanny aim. They can hit targets at a range of 10 yards. If a victim fails a Reflex save (DC 14), it is blinded for one round, and cannot act in that round. Skills: Muckdwellers receive a +4 racial bonus to Swim and Balance checks because of their special tails. The muckdweller first appeared in the Monster Manual II (1983), and later appeared in Monstrous Compendium Two (1989) and the Monstrous Manual (1993). [/QUOTE]
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