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This fluid creature's roughly humanoid form is composed entirely of thick gobbets of soggy, brown mud.

Mudlord CR 6

XP 2,400
N Medium outsider (earth, elemental, water)
Init +7; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +13


AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 67 (9d10+18)
Fort +8, Ref +9, Will +4
Defensive Abilities amorphous, DR 10/magic; Immune elemental traits; SR 17
Weaknesses vulnerable to magic


Speed 30 ft., swim 40 ft.
Melee 2 slams +13 (2d6+3 plus grab)
Ranged mudball +12 touch (blindness)
Special Attacks engulf (DC 17, 1d6+3 bludgeoning and smother), smother


Str 17, Dex 16, Con 14, Int 10, Wis 13, Cha 7
Base Atk +9; CMB +12; CMD 25 (can't be tripped)
Feats Combat Reflexes, Improved Initiative, Lunge, Skill Focus (Stealth), Weapon Focus (slam)
Skills Acrobatics +15, Climb +9, Escape Artist +15, Intimidate +10, Knowledge (planes) +6, Perception +13, Stealth +18, Swim +17
Languages Terran
SQ compression, freeze (mud puddle)


Engulf (Su)

A mudlord can engulf no more than one Medium or two Small or smaller creatures at a time.

Mudball (Ex)

A mudlord 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 16 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.