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Muckish Creep

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 they use this blood to keep their own forms moist and malleable.

Muckish creeps are particularly tenacious and single-minded when it comes to choosing prey. Once a muckish creep selects its next victim, there is little one can do to stop it, since it can seep through even the smallest cracks between doors, walls, and windows. A muckish creep typically waits until its target falls asleep before pressing itself into the creature's home, intent to kill. For all its tenacity during the hunt, the muckish creep is pragmatic when it comes to the actual kill, using its body to fill the victim's airways with mud and suffocate them.

Recall Knowledge - Aberration (Occultism): DC 24

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Muckish CreepCreature 8

Source Pathfinder #166: Despair on Danger Island pg. 88
Perception +20; darkvision
Languages Common
Skills Acrobatics +17, Athletics +20, Stealth +19
Str +6, Dex +3, Con +4, Int +0, Wis +0, Cha +1
AC 29; Fort +22, Ref +17, Will +14
HP 180; Resistances bludgeoning 8; Weaknesses fire 8
Elude Grasp ReactionReaction Trigger A creature succeeds at an attempt to Grapple the muckish creep; Effect The muckish creep attempts an Athletics check to Escape.
Speed 25 feet
Melee Single ActionSingle Action fist +20 [+15/+10], Damage 2d10+2+10 bludgeoning plus GrabRanged Single ActionSingle Action mud ball +20 [+15/+10] (thrown 30 feet), Damage 2d6+2+10 bludgeoning plus blinding mudBlinding 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.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 28) until the start of the muckish creep's next turn.Overwhelm Single ActionSingle Action (incapacitation) Requirements The muckish creep has a creature grabbed; Effect The muckish creep fills the grabbed creature's mouth and nose with mud. The creature begins to suffocate unless it succeeds at a DC 25 Fortitude save. The suffocating creature or any adjacent creatures can clear the suffocating creature's airway with an Interact action.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.

Sidebar - Additional Lore Cursed Mud

When a muckish creep's bloody mud is used as mortar in building construction, it sometimes creates a new muckish creep fused with the structure. Such a creature can move the entire building as if it were part of its own body. In the jungles and rainforests where muckish creeps are common, people often call upon clerics to bless their building materials, including the mud, in order to avoid unintentionally creating such a being.