Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Constrict
1d8+2 bludgeoning, DC 18
Ability
Gory Hydration
Circumstance: The mudwretch is dehydrated; . Trigger: The mudwretch deals Const
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.
Ability
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.
Ability
Muddy Field
(aura) 10 feet. The ground in the area is difficult terrain for all non-mudwretch creatures.
Ability
Spew Mud
10-foot status penalty to its Speeds for 1 round. The mudwretch can't Spew Mud again for 1d4 rounds.
Ability
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).
Offense
Melee
Circumstance: combat round (melee)
fist +10 [+6/+2] (agile), Damage 1d8+4 bludgeoning plus Grab
Trait
Earth
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Trait
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.
Immunity
bleed
critical hits
paralyzed
poison
sleep
Language
Terran
Perception
darkvision
Resistance
acid 3
physical 3 (except bludgeoning)
Weakness
fire 5