You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
Learn more.
This bipedal lizard has mottled gray-and-brown flesh. A short dorsal fin runs the length of its body and its forelimbs look like hands.
Muckdweller CR 1/4
XP 100
N Small magical beast
Init +2; Senses darkvision 60 ft., low-light vision; Perception +5
Defense
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 (1d10)
Fort +2, Ref +4, Will +1
Offense
Speed 10 ft., swim 30 ft.
Melee bite +4 (1d6-1)
Special Attacks blinding spray
Statistics
Str 8, Dex 14, Con 11, Int 9, Wis 12, Cha 7
Base Atk +1; CMB -1; CMD 11
Feats Weapon Finesse
Skills Acrobatics +6, Perception +5, Swim +14; Racial Modifiers +4 Acrobatics, +4 Swim
Languages Draconic
SQ dextrous swimmer
Ecology
Environment temperate marshes
Organization solitary, pack (3-7), or swarm (8-17)
Treasure standard
Special Abilities
Blinding Spray (Ex) By filling its mouth with muddy water, a muckdweller can fire a concentrated stream of muck in a 10-foot line. A creature in the area must succeed at a DC 10 Reflex save or be blinded for 1d2 rounds. A muckdweller must spend a move action to refill its mouth with muddy water to use its spray again. The save DC is Constitution-based.
Dextrous Swimmer (Ex) A muckdweller moves through water gracefully. It uses its Dexterity modifier instead of its Strength modifier on Swim checks.
Muckdwellers have long tails that allow them to swim rapidly through the water or maintain their balance when standing upright. They sometimes associate with lizardfolk, forming allied settlements, but rarely living in the same community. Still they work and hunt together for mutual benefit. Most muck dwellers stand 3-1/2 feet tall and weigh 70 pounds.
This massive lizard has pale, spotted flesh and spines around its face that form a spiky frill.
Giant Muckdweller CR 2
XP 600
N Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
Defense
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
hp 22 (3d10+6)
Fort +5, Ref +5, Will +4
Offense
Speed 20 ft., swim 60 ft.
Melee bite +5 (2d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks blinding spray
Statistics
Str 16, Dex 14, Con 15, Int 9, Wis 12, Cha 7
Base Atk +3; CMB +7; CMD 19 (23 vs. trip)
Feats Iron Will, Skill Focus (Perception)
Skills Acrobatics +6, Perception +10, Swim +15; Racial Modifiers +4 Acrobatics, +4 Swim
Languages Draconic
Ecology
Environment temperate marshes
Organization solitary, pack (3-7), or swarm (8-17)
Treasure standard
Special Abilities
Blinding Spray (Ex) By filling its mouth with muddy water, a muckdweller can fire a concentrated stream of muck in a 10-foot line. A creature in the area must succeed at a DC 13 Reflex save or be blinded for 1d2 rounds. A muckdweller must spend a move action to refill its mouth with muddy water to use its spray again. The save DC is Constitution-based.
Giant muckdwellers are quadrupedal cousins of the common muckdweller. They sometimes socialize with their smaller kin, forming simple societies in which the largest rule. Occasionally they serve lizardfolk as allies and mounts. Giant muckdwellers measure up to 10 feet long and weigh around 900 pounds.