Monday, January 3, 2011

General Rules: Monsters - Muckdweller

Muckdweller (adapted from Serpent Kingdoms)
Tiny Monstrous Humanoid

Hit Dice: ¼d8 (1 hit point)
Initiative: +7
Speed: 20 feet, swim 20 feet
Armor Class: 18 (+2 size, +3 Dexterity, +3 natural); touch AC 15, flat-footed AC 15
BAB/Grapple: +0/-11
Attack: Bite +5 melee (1d3-3, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +5 melee (1d3-3, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Squirt
Special Qualities: Darkvision 60 feet
Saves: Fortitude +0, Reflex +5, Will +1
Abilities: Str 4, Int 10, Wis 9, Dex 16, Con 10, Cha 8
Skills: Balance +5, Hide +13, Listen +1, Spot +1, Swim +11
Feats: Improved Initiative, Weapon Finesse
Environment: Temperate marshes
Organization: Solitary or pack (5 - 20)
Challenge Rating: ¼
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 1 -2 Hit Dice (Tiny); 3 Hit Dice (Small)
Level Adjustment: +0

Muckdwellers are bipedal amphibians that dwell in swamps, marshes, and mud-bottomed bodies of still water. Many serve lizardfolk or yuan-ti tribes, surviving on the periphery of such societies and venerating their gods.

Muckdwellers are omnivorous, but they prefer frsh, warm meat to plants, insects, and aquatic animals. They dwell below the water but maintain, above-water areas for resting, eating, and hoarding shiny objects. Though they are not tool users, they do occasionally build rafts of reeds, twigs, and mud on which they float and hunt, as well as shelters where they can hide from predators. Muckdwellers hibernate during the winter months in temperate or colder climes.

A muckdweller looks like a miniature bipedal dinosaur with mottled gray and brown scales and a pale yellow underbelly. Its short tail is used for balancing and swimming. It has partially webbed rear feet and small, weak, prehensile foreclaws.

Muckdwellers speak Sulic.

Muckdwellers flee unless cornered or certain of an easy kill. Packs of the creatures lurk below the waterline, waiting in ambush for potential prey. Before closing with a foe, muckdwellers employs their spit attacks to blind their opponents.

Squirt (Ex): A muckdweller can squit a jet of water into the eyes of a target up to 25 feet away. Anyone hit by this attack must make a DC 13 Reflex save or be blinded for 1 round. The save DC is Dexterity based.

Skills: A muckdweller has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. it can always choose to take 10 on a Swim check, even if distracted or endangered. it can use the run action while swimming, provided it swims in a straight line. a muckdweller uses its Dexterity bonus instead of its Strength bonus on Swim checks.

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