Mud Elemental

Large Elemental, Neutral
DDB

Mud elementals, also sometimes referred to as ooze elementals, are native to the Para-elemental Plane of Ooze, where the Plane of Earth and Plane of Water collide. Their natural form is a dripping blob of muck, but they can mold themselves into various forms with protrusions that can look like arms, legs, or tentacles.
Mud elementals encountered in mortal worlds might appear anywhere that earth and water come into contact: shorelines, river banks, or rainforests. They are seen most frequently in bogs, fens, and marshes, where they can exist in their simplest form. Mortals attempting to drain bogs or harvest peat might run afoul of these creatures.

Mud Elemental Compositions

1d6The Mud Elemental's Body Contains...
1Bits of rotting foliage.
2Patches of green algae.
3The remains of engulfed creatures.
4Rocks worn flat and smooth.
5Striations of different-colored soil.
6Tiny salamanders, newts, and lizards.

Between the Elemental Planes of Air, Earth, Fire, and Water, which exemplify the elements that make up the multiverse, lie the Para-elemental Planes: regions where Elemental Planes collide and their elements mingle. These Para-elemental Planes are the Plane of Ash, the Plane of Ice, the Plane of Magma, and the Plane of Ooze. These planes are home to the para-elementals: ice elementals, magma elementals, mud elementals, and smoke elementals.

AC 14

Initiative +2 (12)

HP 82 (11d10 + 22)

Speed 40 ft., Swim 40 ft.

STR

18 (+4)

Save +4

DEX

14 (+2)

Save +2

CON

14 (+2)

Save +2

INT

8 (-1)

Save -1

WIS

10 (+0)

Save +0

CHA

8 (-1)

Save -1

Resistances Bludgeoning, Cold, Fire, Piercing, Slashing

Immunities Poison

Condition Immunities Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 60 ft., Passive Perception 10

Languages Primordial (Aquan, Terran)

CR 6

Traits

Aversion to Cold and Fire. If the elemental takes Cold or Fire damage, its Speed becomes 0, and it can't use Engulf until the end of its next turn. However, a creature Grappled by the elemental has Disadvantage on ability checks made to escape the grapple during that time as well.

Mud Form. The elemental can move through a space as narrow as 1 foot without expending extra movement to do so.

Actions

Multiattack. The elemental makes two attacks, using Sticky Slam or Jet in any combination.

Sticky Slam. Melee Attack Roll: +7, reach 10 ft. Hit: 14 (3d6 + 4) Bludgeoning damage.

Jet. Ranged Attack Roll: +7, range 60 ft. Hit: 17 (3d8 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.

Bonus Actions

Engulf. Strength Saving Throw: DC 15, one Medium or smaller creature within 10 feet. Failure: The target is pulled into the elemental's space and has the Grappled condition (escape DC 15). Until the grapple ends, the target has the Blinded and Restrained conditions, and it takes 10 (3d6) Bludgeoning damage at the start of each of its turns. When the elemental moves, the Grappled target moves with it, costing it no extra movement. The elemental can have up to two creatures Grappled by this Bonus Action at a time.