Mud Elemental
Large elemental, neutral
Customs men once dredged the channel and dumped the spoil wherever the tide would take it, and the tide took it personally. A mud elemental is the flat given shoulders: silt, shell, and old rope walking upright, patient as low water. It does not hate the living. It simply keeps whatever steps into it.
Armor Class 13 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 20 ft., burrow 20 ft., swim 20 ft.
- STR
- 16 (+3)
- DEX
- 8 (-1)
- CON
- 17 (+3)
- INT
- 5 (-3)
- WIS
- 10 (+0)
- CHA
- 5 (-3)
Damage Resistances acid
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 10
Languages understands Terran but cannot speak
Challenge 3
Traits
Mud Glide. The elemental can burrow through mud, silt, and wet sand without disturbing the surface, and moving through difficult terrain made of mud or shallow water costs it no extra movement.
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage, and if the target is Medium or smaller it is grappled (escape DC 13).
Engulf. As a bonus action, the elemental smothers one creature it is grappling. The target takes 9 (2d8) bludgeoning damage and is restrained while the grapple lasts.





