|Editing:||Spelling and Grammar only|
|Size/Type:||Tiny Magical Beast (Water)|
|Hit Dice:||1d10+1 (6 hp)|
|Initiative:||+6 (+2 Dex, +4 Improved Initiative)|
|Speed:||20 ft., swim 50 ft.|
|Armor Class:||14 (+2 size, +2 Dex), touch 14, flat-footed 12|
|Attack:||Slam +5 melee (1d3-2)|
|Full Attack:||Slam +5 melee (1d3-2)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Mud Slap|
|Special Qualities:||Mud Sport, Fire Resistance 2|
|Saves:||Fort +3, Ref +4, Will +1|
|Abilities:||Str 6, Dex 14, Con 13, Int 9, Wis 13, Cha 10|
|Feats:||Weapon FinesseB, Improved Initiative|
|Environment:||Swamps and marshes|
|Organization:||Solitary or school (3-12)|
|Advancement:||2-4 HD (Tiny), 5-7 HD (Small)|
Mud Slap (Ex): As long as the ground is even vaguely damp, and it usually is if a Mudkip is standing on it, Mudkip can make a melee touch attack instead of a Slam attack. This only deals a single point of damage; however, if the target fails on a Reflex save vs. DC 11, it also blinds the target for one round. This save DC is Constitution-based.
Mud Sport (Ex): By spending a full round action rolling in mud (this provokes an AoO), Mudkip can grant itself protection against Electricity-based effects, gaining a +4 racial bonus on saving throws and taking half damage.
Fire Resistance: This is equal to 2 times its Hit Dice.
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