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Mud Elemental

Large elemental, neutral

AC
13
HP
102
Speed
20
CR
3

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 Attack Roll: +5, reach 10 ft. 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.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022