CREATURE 2
Perception +9; darkvision
Languages Terran
Skills Athletics +8, Stealth +6
Str +4 Dex +0 Con +3 Int -2 Wis +3 Cha +0
Muddy Field (aura) 10 feet. The ground in the area is difficult terrain for all non-mudwretch creatures.
AC 16; Fort +11, Ref +4, Will +9
HP 40; Immunities bleed, poison, critical hits, paralyzed, sleep; Weaknesses fire 5; Resistances acid 3, physical 3 (except bludgeoning)
Susceptible to Desiccation If a mudwretch takes any damage from horrid wilting or a similar effect, takes 10 or more fire damage from a single effect, or spends more than 24 hours outside of a source of sufficient hydration (such as a swamp, river, well, or recent rainfall), it becomes dehydrated. While dehydrated, the mudwretch can't Spew Mud, is sickened 2, and is slowed 1 until it either fully immerses in water, spends 1 minute in the rain, or rehydrates in another way (such as via Gory Hydration).
Speed 20 feet, swim 20 feet
Melee fist +10 (agile), Damage 1d8+4 bludgeoning plus Grab
Constrict 1d8+2 bludgeoning, DC 18
Gory Hydration Trigger The mudwretch deals Constrict damage to a living creature that has blood; Requirements The mudwretch is dehydrated; Effect The mudwretch squeezes harder, dealing 1d6 persistent bleed damage to the target. The mudwretch absorbs this blood, removing any penalties it had as a result of being dehydrated.
Mud Puddle (concentrate) Until it next acts, the mudwretch appears to be an ordinary puddle of mud. It has an automatic result of 20 on Deception checks to pass as a mud puddle and can make a fist Strike against a creature that walks onto the mud puddle as a reaction.
Spew Mud (conjuration, primal) The mudwretch spews a 20-foot line of pressurized mud that deals 2d10 bludgeoning damage (DC 18 basic Reflex save). On a critical failure, a creature also takes a –10-foot status penalty to its Speeds for 1 round. The mudwretch can't Spew Mud again for 1d4 rounds.
Bestiary 2, page 176.
Open Mudwretch in the interactive creatures list or browse all creatures starting with M.