Large Elemental, Neutral
Armor Class 15 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 25 ft., burrow 10 ft., swim 25 ft.
STR
19 (+4)
DEX
12 (+1)
CON
19 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
6 (-2)
Damage Resistances Acid, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 10
Languages Aquan, Terran
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Bake. If the elemental takes fire damage, it partially bakes and dries into clay; its speed is reduced by 5 feet until the end of its next turn.

Mud Form. The elemental can move through a space as narrow as 1 inch wide without squeezing.

Mud Sense. The elemental's tremorsense treats mud and muddy water as if it were solid stone.

Dual Nature. The elemental counts as an elemental of both the earth and water sub-types (primary earth).

Actions

Multiattack. The elemental makes two Slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 15) and restrained while grappled in this way. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time.

Spew (Recharge 4–6). The elemental expels a spray of viscous mud in a 30-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be restrained for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Description

Mud elementals move with a lethargic pace. They often adopt the semblance of humanoid shape, towering up to eight or nine feet tall. Yet they are fluid and capable of squeezing through pipes or sinking into the ground, and have no true definite shape.

The sticky mud of the elemental easily captures many things that it rolls over, and adventurers have had to slay quite a few mud elementals over the eons to retrieve the assorted objects they have accidentally made off with. But that mud is also just as capable of restraining any attackers that face the elemental. It can spew a cone of mud from inside its body at distant threats.

These elementals are composed of earth and water. Most are native to the Elemental Plane of Ooze, also known as the Swamp of Oblivion. The swamp is filled with mud and slime, and mud elementals lurk in the depths, capturing the things thrown into the darkness.

Hybrid Elementals

The elemental planes of water, earth, fire, and air align on planar borders where two elements combine to form a new dual-element, such as earth and fire creating lava. These border zones give rise to new hybrid elementals made of these combined elements.

Sometimes a hybrid elemental can be formed when an elemental journeys to an elemental plane that it isn't native to and absorbs its energy. Most elementals are harmed by extended exposure to the other elemental planes, but surviving in one can enable an elemental to absorb its energy. A dual-elemental can even fuse with a third element and be reborn as a more powerful hybrid elemental made of three elements.

Monster Tags: Elemental

Habitat: CoastalHillSwampUnderdarkUnderwater

BenevolentEvil

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