Mudman (CR 1)
AC: 13 (+1 size, -1 Dex, +3 natural), touch 10, flat-footed 13
Hit Dice: 2d8 (9 hp); DR: 10/magic
Fort +3, Ref -1, Will +0
Speed: 10 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -8
Attack: Slam +3 melee; or mud glob +0 ranged
Full Attack: Slam +3 melee; or mud glob +0 ranged
Damage: slam 1d4+3
Special Attacks/Actions: Mud throwing, engulf
Abilities: Str 14, Dex 9, Con 11, Int 3, Wis 10, Cha 10
Special Qualities: Elemental, dormant state, immunities, susceptibility
Skills: Listen +4 and Spot +3
Advancement: 4-6 HD (Small)
Climate/Terrain: Temperate and warm water and underground
Organization: Solitary, gang (3-6), or pack (7-12)
Dormant State (Ex): A mudman will lie below the surface of the pool with the substance of their body spread throughout the pool. This is its natural form. In this form it is immune to all weapon attacks, but is still susceptible to attacks from spells.
When the presence of a living creature is detected in the pool, the mudman assumes its humanoid form. This is a standard action. It may alternate between forms, but does not heal damage any faster in its dormant state.
Mud Throwing (Ex): A mudman attacks by hurling globs of mud at its opponent. These globs deal no damage and have a range increment of 10 feet. A successful ranged touch attack means the mud glob hits the target and solidifies in the same round.
A creature hit suffers a -2 penalty to its attack rolls and a -4 penalty to effective Dexterity. The creature must make a Reflex save (DC 15) or be stuck to the ground. Even with a successful save, the creature can only move at half speed.
A creature stuck to the ground can break free with a successful Strength check (DC 22) or by dealing 10 points of damage to the hardened mud with a bludgeoning weapon. Breaking the mud off, or another creature assisting, does not require an attack roll; hitting the mud is automatic, after which the creature that hit makes a damage roll to see how much of the mud happened to be broken off.
Breaking the mud off is a standard action that does provoke an attack of opportunity. A character capable of spellcasting that is bound by the mud must make a Concentration check (DC 15) to cast a spell. Additional hits by the globs increase the Reflex save DC, Strength check DC, and Concentration check DC by +1 per hit. The penalties to attack rolls and Dexterity do not stack.
Engulf (Ex): A mudman may hurl itself at any creature within 10 feet by making a ranged touch attack. A successful attack roll destroys the mudman, but covers the creature (if Medium-size or smaller) with mud that solidifies around the target's head instantly. A creature caught in this manner takes suffocation damage (Suffocation, page 88 in the Dungeon Master's Guide). The hardened mud can be attacked automatically and is destroyed when it takes 10 hit points of damage from a bludgeoning weapon. The victim receives an equal amount of damage from each successful attack on the hardened mud. It can also be pried off (Strength check DC 25). If the mudman misses its attack, it must spend one full round reforming.
Immunities: Immune to all mind-influencing effects. Susceptibility: Dispel magic acts as a fireball spell (1d6 per caster level to a maximum of 10d6) against mudmen. Transmute mud to rock deals 1d8 points of damage per caster level (maximum 15d8).
Tremorsense (Ex): A mudman can automatically sense the location of anything within 120 feet that enters its mud pool.
Mudmen cannot detect living creatures outside their mud pool, but once a creature enters a pool, the mudman senses it and assumes its humanoid form. A mudman attacks using its fists or hurling mud at its foes (its preferred form of attack).
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.