Adopted By
Quantumboost (talk)
Original Creator: Koumei
Date Adopted: 4/6/2010
Status: Complete
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
Base Attack/Grapple: +1/-9
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)
Challenge Rating: 1/2
Treasure: Standard.
Alignment: Neutral
Advancement: 2-4 HD (Tiny), 5-7 HD (Small)
Level Adjustment:

Description::A street vendor waves excitedly to you upon seeing the Pokeballs at your waist and runs up to the party. He looks around shadily, then says "so... I herd u liek Mudkips?"

Combat Edit

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 for one minute, 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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