# Golem, Mud
>[!rimg]+
> ![[Placeholder2.png]]
*This humanoid mass of mud stands twice the height of a normal human.*
<div class="grid-container"><div class="MON">Mud Golem</div>
<div class="CR">CR 11 (12,800 XP)</div>
<div class="SOU">Monster Manual 3</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Large Construct
**Init** -1
**Senses** darkvision 60 ft., low-light vision; **Perception** +0
#### defense
**AC** 21, 8 touch, 22 flat-footed (-1 Dex, +13 natural, -1 size)
**hp** 113 (15d10+30)
**Fort** +5, **Refl** +4, **Will** +5
**Feint** —, **Demoralize** —
**DR** 10/adamantine
**Immune** construct traits, magic, piercing and slashing weapon damage
#### offense
**Speed** 20 ft. (cannot run), swim 20 ft.
**Melee** 2 slams +21 (2d10+7)
**Space** 10 ft., **Reach** 10 ft.
**Special Attacks** breath weapon, engulf
#### statistics
**Str** 24, **Dex** 9, **Con** —, **Int** —, **Wis** 11, **Cha** 1
**BAB** +15, **CMB** +23, **CMD** 32, **TA** +21, **RTA** +13
**Skills** Perception +0, Stealth -3 (+12 in mud), Swim +15
**Racial Modifiers** Stealth +15 (in mud)
#### special abilities
### Breath Weapon (Su)
A mud golem can spray slippery mud in a 15-foot cone as a free action. This spray deals no damage, but any creature within the area that fails a Reflex save (DC 16) is blinded for 1 round. In addition, this mud is very slippery. Any creature moving in the affected area must succeed at a DC 16 Acrobatics check or fall prone. The mud remains slippery for 1 hour before it dries out. A mud golem that uses this ability must wait 1d4 rounds before using it again. Mud golems are immune to the effects of their own and other mud golems' breath weapons.
### Engulf (Ex)
If a mud golem starts its turn with a creature grappled, it can attempt to trap that creature with its own muddy form. If it succeeds, the mud golem loses the grappled condition, the grappled creatures moves into the golems space and is no longer able to speak or breathe. If the engulfed creature succeeds in a combat maneuver or escape artist check, it is still grappled, and the mud golem regains the grappled condition.
### Immunity to Magic (Ex)
A mud golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a mud golem, as noted below.
* A _transmute mud to rock_ spell slows it (as the _slow_ spell) for 2d6 rounds, with no saving throw.
* A _transmute rock to mud_ spell heals a mud golem as if with a _heal_ spell.
* A _stone to flesh_ spell does not change the golem's structure, but it negates its damage reduction and immunity to piercing and slashing weapons for 1 round.
#### tactics
Mud golems fight best from areas of mud where they can bury themselves in the muck to strike opponents from surprise. Shuffling on to more solid ground when necessary, a mud golem attempts to blind and slow foes with its mud spray and then engulf them.
#### ecology
**Terrain** Any
**Organization** Solitary or gang (2–4)
**Treasure** None
**Advancement** 16–22 HD (Large); 23–30 HD (Huge)
Mud golems are large, anthropomorphic creatures composed entirely out of slippery mud. They are hulking figures with crudely shaped but strong limbs. Their faces are just as rough, with a mouth and two eye sockets that are just scooped-out holes with dim glowing red spheres burning in the depressions.
A mud golem stands about 10 feet tall and weighs 600 pounds. Mud golems cannot speak, other than to utter groans and moans.