Skip to main content

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.

Comments

Popular posts from this blog

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Bryne Woemonger

There is nothing typical about the typical bryne. These coastal terrors are lumbering humanoids with a skin tone close to that of a drowned corpse. Crystal-like deposits of bone and salt erupt from their elbows, knees and shoulders while the rest of their flesh is puckered here and there from barnacle scars and fell branding. Their most disturbing aspect, however, is their fleshless skulls. Some say a bryne’s head resembles a dead horse, others a dead wolf’s and there is an argument to be made for both. While the skull’s shape is general equine the fangs within are wicked and sharp like a dire wolf’s Deep set eyes as black and cold as a shark's ooze off-white ichors and within the fleshy inside of a bryne’s mouth resides a forked tongue capable of speech. Adorned with the remnants of lost vessels and inhabited by a flock of undead albatross, the bryne woemonger takes to the field wielding a reclaimed anchor as a weapon. Driftwood cages serve as shoulder guards for this giant s...