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Muckish Creep

Creature 8 — aberration

Pre-Remaster content. May include legacy alignment.

Legends say that the first muckish creeps were born at the site of a mass grave where the souls of murdered prisoners coalesced into the surrounding soil. Another myth tells that muckish creeps were elementals so vile that their kin banished them from the Plane of Earth. Regardless of their true origins, muckish creeps are wicked creatures that resemble mud given a humanoid shape. The mud is no ordinary mixture of earth and water, however, for muckish creeps feed on the blood of the living, and

Source: fists-of-the-ruby-phoenix-bestiary (Pre-Remaster)

Perception +18
Skills acrobatics +15, athletics +18, stealth +17
Str
+6
Dex
+3
Con
+4
Int
+0
Wis
+0
Cha
+1
AC 27 Fort +20 Ref +15 Will +12
HP 160
Resistances bludgeoning 8
Weaknesses fire 8
Speed 25 feet

Offense

Melee Fist +18, Damage 2d10+10 bludgeoning
Ranged Mud Ball +18, Damage 2d6+10 bludgeoning

Abilities

Compression — A muckish creep can move through a gap at least 6 inches wide without Squeezing and can Squeeze through any gap at least 1 inch wide.
Mud Trail — When a muckish creep Strides or Steps, it leaves behind a slimy mud trail that coats the traversed area. All traversed squares are covered in Grease (DC 26 Reflex or DC 26 Acrobatics) until the start of the muckish creep's next turn.
Slippery Body — A muckish creep's body allows it to slip away from most restraints. It gains a +4 status bonus to checks to Escape. On a success, it gets a critical success instead. On a critical failure, it gets a failure instead.
Elude Grasp
Blinding Mud — When a muckish creep hits a creature with a mud ball Strike, that creature becomes Dazzled (or Blinded on a critical hit). The creature can use an Interact action to wipe away the mud and remove the dazzled or blinded condition.
Overwhelm (incapacitation) —
Grab — Grab

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