MUD MONSTER (Advanced Half-Fiend Mudlord) CR 9
CE Medium outsider (earth, elemental, native, water)
Init +10; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +16
AC 25, touch 16, flat-footed 19 (+6 Dex, +9 natural)
hp 103 (9d10+54)
Fort +12, Ref +12, Will +7
Defensive Abilities amorphous, DR 10/magic; Immune elemental traits; Resist acid 10, cold 10, electricity 10, fire 10; SR 20
Weaknesses vulnerable to magic
Speed 30 ft., fly 60 ft. (good), swim 40 ft.
Melee 2 slams +16 (2d6+6 plus grab) or bite +16 (1d6+6) and 2 claws +11 (1d4+3)
Ranged mudball +15 touch (blindness)
Special Attacks engulf (DC 20, 1d6+6 bludgeoning and smother), smite good 1/day (+2 attack, +9 damage), smother
Spell-Like Abilities (CL 9th; concentration +13)
1/day—contagion, desecrate, unholy blight
Before Combat A mud monster hides in mire, waiting to ambush enemies.
During Combat Mud monsters move to engulf and then separate and isolate enemies (preferably within mud).
Morale Mud monsters are not fanatical and retreat when reduced to 15 hp or less.
Str 23, Dex 22, Con 22, Int 16, Wis 19, Cha 15
Base Atk +9; CMB +15 (+19 grapple); CMD 31 (can’t be tripped)
Feats Combat Reflexes, Improved Initiative, Lunge, Skill Focus (Stealth), Weapon Focus (slam)
Skills Acrobatics +18, Bluff +11, Climb +12, Escape Artist +18, Intimidate +14, Knowledge (planes) +9, Perception +16, Sense Motive +13, Spellcraft +12, Stealth +21, Swim +20
Languages Abyssal, Terran
SQ compression, freeze (mud puddle)
Engulf (Su) A mud monster can engulf no more than one Medium or two Small or smaller creatures at a time.
Mudball (Ex) A mud monster can throw a ball of sticky mud up to 30 feet at an opponent’s face as a ranged touch attack. It if hits, the target is blinded. Each round on its turn, the target can attempt a DC 20 Reflex save as a free action; if successful, the target shakes off the mud. The target or an adjacent creature can wipe off the mud as a standard action. The save DC is Constitution-based.
Vulnerable to Magic (Ex) A transmute mud to rock spell deals 1d6 points of damage per caster level to any mudlord in the area and automatically staggers it for 2d6 rounds.
Environment temperate or warm marshes or underground
Organization solitary, pair, or gang (3–12)
Use the “Yochlol” demon with the following changes: Hit Points 110 (13d8 + 52), Speed add a swim speed of 40 ft. and fly speed of 60 ft., STR 22 (+6), Damage Resistances add acid, Immunities add critical hits and sneak attack damage, Abilities remove shapechanger, remove spider climb, add earth glide, add searing smite 3/day to innate spellcasting, Slam Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8+6) bludgeoning damage plus 21 (6d6) poison damage, Challenge 9 (5,000 XP).