Golem, Mud (CR 11)

Large Construct
Alignment: Always neutral
Initiative: -1 (Dex)
Languages: Cannot speak

AC: 21 (-1 size, -1 Dex, +13 natural), touch 8, flat-footed 21
Hit Dice: 15d10+30 (112 hp); DR: 10/adamantine and bludgeoning
Fort +5, Ref +4, Will +5
Speed: 20 ft. (cannot run), swim 20 ft.
Space: 10 ft./10 ft.
Base Attack +11; Grapple +22
Attack: Slam +17 melee
Full Attack: 2 slams +17 melee
Damage: Slam 2d10+7
Special Attacks/Actions: Breath weapon, engulf
Abilities: Str 24, Dex 9, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct traits, immunity to magic
Feats: -
Skills: Hide -5* and Swim +15
Advancement: 16-22 HD (Large); 23-30 HD (Huge)
Climate/Terrain: Any
Organization: Solitary or gang (2-4)
Treasure: None

Source: Monster Manual III


Mud golems fight best from areas of mud where they can bury themselves in the muck to strike opponents from surprise. Shuffling on to more solid ground when necessary, a mud golem attempts to blind and slow foes with its mud spray and then engulf them.

Breath Weapon (Su): Once every 1d4 rounds of combat, a mud golem can spray slippery mud in a 15-foot cone as a free action. This spray deals no damage, but any creature within the area that fails a Reflex save (DC 16) is blinded for round. In addition, this mud is very slippery. Any creature moving in the affected area must make a Balance check (DC 16) or fall prone. The mud remains slippery for 1 hour before it dries out. Mud golems are immune to the blinding and slippery effects of their own and other mud golems' breath weapons.

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Engulf (Ex): If a mud golem successfully grapples a creature of a smaller size category, it engulfs it with its mass. While engulfed, there is a chance the opponent will begin to drown (see The Drowning Rule, Chapter 3: Running the Game, in the DUNGEON MASTER'S Guide). An engulfed character must make a Constitution check (DC 20) to successfully hold his breath before being engulfed.

While engulfed, the character cannot attack the mud golem, cast a spell, or use any supernatural or spell-like ability. The all-encompassing mud and the magic-proof nature of the golem make such efforts futile. The engulfed creature must succeed at an opposed grapple or Escape Artist check (against the mud golem's +18 grapple check). The mud golem can engulf one Medium-sized or two Small opponents at a time. A mud golem does not count as grappled for having engulfed creatures within it.

Immune to Piercing and Slashing Weapons (Ex): Piercing and slashing weapons, even enchanted ones, deal no damage to a mud golem.

Magic Immunity (Ex): A mud golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A transmute mud to rock spell slows it (as the slow spell) for 2d6 rounds, with no saving throw, while transmute rock to mud heals all its lost hit points. A stone to flesh spell does not change the golem's structure, but it negates its damage reduction and immunity to piercing and slashing weapons for 1 round.