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Muck Wraith




Cast in a humanoid shape, this pile of stagnant mud, blighted plants, and many stolen bones it is easy to mistake a Muck Wraith for a giant, undead horror covered in swamp muck. In truth, it is befouled elemental dredged up from a bog’s bottom. It always has a humanoid skull, or three, floating where its head is, arm and finger bones from a variety of beasts in its arms, and leg bits in its legs to maintain this deception.


Bottom Feeder. Anxious to gather more undead horrors under his thrall, the Fiend of the Moors, scoured his dank domain for mortal remains he might use to construct a skeleton horde or the like. However, the accursed ranger found he didn't have the arcane skill needed for complex necromancy. At the same time, his mind was already degrading at a rapid pace. What he did discover is that he could corrupt the natural world around him in much the same manner which he'd created, accidently or otherwise, undead beasts. He took the tainted land and mishmash of bones, sculpting large effigies of a humanoid shape and poured his befouled magic into them. The first of many muck wraiths were the result.

Muck Wraith

Large elemental, chaotic evil

Armor Class 12 (natural armor)

Hit Points 63 (6d10 + 30)

Speed 30ft

Swim 30ft

Str 18 Dex 9 Con 20 Int 5 Wis 13 Cha 7

Skills Perception +4

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantin

Damage Immunities poison

Condition Immunities grappled, poisoned, prone

Senses darkvision 60 ft., passive Perception 14

Languages understands Elvish but cannot speak

Challenge 5 (1,800 XP)

Amorphous.

The muck wraith can move through a space as narrow as 1 inch wide without squeezing.

Regeneration.

The muck wraith regains 10 hit points at the start of its turn. If the muck wraith takes radiant damage or it is not at least one-quarter immersed in water, this trait doesn't function at the start of the muck's next turn. The muck wraith dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack.

The muck wraith makes three attacks: one with its bite and two with its claws.

Bite.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Claw.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Mud Wave (Recharge 6).

The muck wraith expels a wave of watery mud that is 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

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