<do saves!>
Mudtigers dwell on the elemental planes
where water and earth
meet to form mud and ooze.
They find their way onto the Prime
Material Plane
through elemental vortices or when conjured or
summoned. Recently, evil elemental <priests>
have established breeding
colonies of mudtigers on the Prime Material.
Although a mudtiger has a vicious bite,
its most dangerous power
is the ability to generate an electrical
burst. When a mudtiger
releases a burst, the effect shocks everyone
within 10 feet of the
creature, dealing 2–8 points of damage
if the mudtiger has 2 or
3 Hit Dice, or 2–12 points if the mudtiger
has 4 or 5 Hit Dice. A
successful save
vs. breath weapon reduces the damage by 1/2.
Once the mudtiger generates a burst, it
cannot use the burst again
until the power recharges. To check for
recharge, roll 1d6 before
the mudtiger acts during a turn. On a roll
of 5 or better, the power
recharges.
Any ferrous metal (such as steel) subjected
to a mudtiger’s electrical
burst becomes partially magnetized for
2 to 5 rounds.
While affected, the metal has a magnetic
field with rapidly (and
randomly) changing strength and polarity.
Characters wielding ferrous metal weapons
while wearing magnetized
armor or within 5 feet of a substantial
mass of magnetized
metal (30 pounds or more) take a –2 penalty
on “to hit” and damage
rolls.
Characters wearing magnetized armor move
at 1/2 speed (treat
every 1” moved as 2” of movement) until
the effect wears off. Characters
wearing ferrous metal armor while within
5 feet of another
character with magnetized armor or within
5 feet of a substantial
mass of magnetized metal (30 pounds or
more) also move at 1/2
speed.
Description: A mudtiger resembles
a cross between a shark and
an aquatic lizard. It has a sinuous body
covered in scales, a pair
of triangular ventral fins, a blunt snout
with a toothy maw, and a
pair of thick, stubby forelimbs tipped
with broad, rayed fins. A
mudtiger’s body is iridescent
green with blue-green
stripes.