From ORC Edinburgh RPG Wiki
Jump to navigation Jump to search

Large Magical Beast


Hit Dice: 8d10+24 (68 hp)

Initiative: +5

Speed: 20 ft., swim 30 ft.

AC: 17 (-1 size, +1 Dex, +7 natural), touch 10, flatfooted 16

Attacks: 2 tentacle rakes +11 melee and bite +6 melee

Damage: Tentacle rake 1d6+4, bite 1d8+2

Face/Reach: 10 ft. /10 ft.

Special Attacks: Constrict 2d8+6, improved grab, spell-like abilities, trample 2d6+6

Special Qualities: Darkvision 60 ft., DR 10/magic, Low-Light Vision, Scent, SR 18

Saves: Fort +9, Ref +7, Will +5

Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 12, Cha 16

Skills: Hide +6*, Survival +3, Swim +12

Feats: Improved Initiative, Iron Will, Track

Climate/Terrain: Warm marsh

Organization: Solitary or pair

Challenge Rating: 7

Treasure: None

Alignment: Always neutral

Advancement: 9-16 HD (Large); 17-24 HD (Huge)

Level Adjustment: -

Mudmaws wait just below the surface of the water in swamps, slow rivers, and lakes for potential prey to come down to the water and drink. In this state, this carnivorous ambush predator resembles a floating log—a fact that many an unwary adventurer has discovered.

This fearsome swamp predator resembles a crocodile with a rubbery green tentacle growing from each corner of its mouth. Its immense maw is filled with needle-sharp teeth.

Mudmaws are intensely territorial; they have been known to attack even other mudmaws that intrude on the areas they claim. If some disaster makes more meat available than any one of them could eat, they allow others of their kind to share the bounty and then leave again. If two mudmaws are encountered, they are peacefully courting and preparing to mate.


A mudmaw typically tries to grab creatures two or more size categories smaller than itself with its tentacles and drag them under the water to drown. Against larger creatures within 40 feet, it uses slow, then lunges from the water at a full charge, trampling its prey before grabbing it and returning to the water. A mudmaw doesn’t attack if it can’t reach its prey with its tentacles or with a single 40-foot charge. Larger creatures, or those that prove to be a threat, find pursuing the monster difficult because it uses soften earth and stone to turn the edge of the water into a quagmire, then swims away or uses water walk to cross it.

Constrict (Ex): With a successful grapple check, a mudmaw can crush a grabbed opponent, dealing 2d8+6 points of bludgeoning damage.

Improved Grab (Ex): If a mudmaw hits an opponent that is at least one size category smaller than itself with a tentacle rake attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +24, including +8 racial bonus on grapple checks). If it gets a hold, it also constricts in the same round. Thereafter, the mudmaw has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (-20 penalty on grapple check, but the mudmaw is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tentacle rake damage.

Spell-Like Abilities: At will—slow, soften earth and stone, water walk. Caster level 5th; save DC 13 + spell level.

Trample (Ex): As a standard action during its turn each round, a mudmaw can trample opponents at least one size category smaller than itself. This attack deals 2d6+6 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 18) for half damage.

Skills: *A mudmaw receives a +20 bonus on Hide checks when in water.