| Hit Dice: | 8d10+24 (68 hp) |
| Initiative: | +5 |
| Speed: | 20 ft. (4 squares), swim 30 ft. |
| Armor Class: | 17 (–1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 |
| Base Attack/Grapple: | +8/+24 (+8 racial bonus) |
| Attack: | Tentacle rake +11 melee (1d6+4) |
| Full Attack: | 2 tentacle rakes +11 melee (1d6+4) and bite +6 melee (1d8+2) |
| Space/Reach: | 10 ft./10 ft. |
| Special Attacks: | Constrict 2d8+6, improved grab, spell-like abilities, trample 2d6+6 (DC 18) |
| Special Qualities: | Darkvision 60 ft., damage reduction 10/+1, low-light vision, scent, spell resistance 18 |
| Saves: | Fort +9, Ref +7, Will +5 |
| Abilities: | Str 19, Dex 12, Con 17, Int 3, Wis 12, Cha 16 |
| Skills: | Hide +6, Survival +3, Swim +12; racial bonuses |
| Feats: | Improved Initiative, Iron Will, Track |
| Environment: | Warm marsh |
| Organization: | Solitary or pair |
| Challenge Rating: | 7 |
| Treasure: | None |
| Alignment: | Always neutral |
| Advancement: | 9–16 HD (Large); 17–24 HD (Huge) |
| Level Adjustment: | — |
Mudmaws wait just below the surface of the water in swamps, slow rivers, and lakes for potential prey to come down to the water and drink. In this state, this carnivorous ambush predator resembles a floating log—a fact that many an unwary adventurer has discovered.
This fearsome swamp predator resembles a crocodile with a rubbery green tentacle growing from each corner of its mouth. Its immense maw is filled with needle-sharp teeth.
Mudmaws are intensely territorial; they have been known to attack even other mudmaws that intrude on the areas they claim. If some disaster makes more meat available than any one of them could eat, they allow others of their kind to share the bounty and then leave again. If two mudmaws are encountered, they are peacefully courting and preparing to mate.
A mudmaw typically tries to grab creatures two or more size categories smaller than itself with its tentacles and drag them under the water to drown. Against larger creatures within 40 feet, it uses slow, then lunges from the water at a full charge, trampling its prey before grabbing it and returning to the water. A mudmaw doesn’t attack if it can’t reach its prey with its tentacles or with a single 40-foot charge. Larger creatures, or those that prove to be a threat, find pursuing the monster difficult because it uses soften earth and stone to turn the edge of the water into a quagmire, then swims away or uses water walk to cross it.
Constrict (Ex): With a successful grapple check, a mudmaw can crush a grabbed opponent, dealing 2d8+6 points of bludgeoning damage.
Improved Grab (Ex): If a mudmaw hits an opponent that is at least one size category smaller than itself with a tentacle rake attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +24, including +8 racial bonus on grapple checks). If it gets a hold, it also constricts in the same round. Thereafter, the mudmaw has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (–20 penalty on grapple check, but the mudmaw is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tentacle rake damage.
Spell-Like Abilities: At will—slow, soften earth and stone, water walk. Caster level 5th; save DC 13 + spell level.
Skills: A mudmaw receives a +20 bonus on Hide checks when in water.
Source: Monster Manual II, page 153. This creature’s statistics block has been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II.