b'Mudman, Advanced \n'b'  Medium   elemental ,  neutral  \n'b'  Armor Class  13 (natural armor)  Hit Points  51 (6d8 + 24)  Speed  15 ft.\n'b' STATS STR: 17 (+3) DEX:  10 (+0)  CON:  19 (+4)  INT:  3 (-4)  WIS:  10 (+0)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Constitution  +6  Skills   Stealth  +2  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  grappled ,  paralyzed ,  poisoned ,  restrained , unconscious  Senses  tremorsense 60 ft., passive  Perception  10  Languages  \xe2\x80\x93  Challenge  3 (700 XP) \n'b' Special Traits \n'b'   Mud Pool . If the mudman leaves the mud pool it dwells in, it has disadvantage of all  attack  rolls, ability checks, and saving throws while outside the pool. \n'b'  False Appearance . While the mudman remains motionless, it is indistinguishable from an ordinary mound of mud. \n'b'  Actions \n'b'   Multiattack . The mudman makes two Slam attacks. \n'b'  Slam .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 6 (1d6 + 3) bludgeoning damage. \n'b'  Mud Bomb .  Ranged Weapon Attack : +5 to hit, range 10 ft., one target.  Hit : The target is  blinded  and  restrained . A creature  restrained  by a mud bomb can use its action to make a DC 13  Strength  check. On a success, it frees itself, ending the  restrained  and  blinded  conditions. \n'b'  Engulf  (recharge 5-6). The mudman moves up to its speed. While doing so, it can enter a Medium or smaller creature\xe2\x80\x99s space. Whenever the mudman enters a creature\xe2\x80\x99s space, the creature must make a DC 13  Dexterity  saving throw. On a successful save, the mudman is pushed 5 feet back and knocked  prone . On a failed save, the mudman enters the creature\xe2\x80\x99s space. The engulfed creature can\xe2\x80\x99t breathe, is  restrained  and  blinded , and takes 6 (1d6 + 3) bludgeoning damage at the start of each of the mudman\xe2\x80\x99s turns. An engulfed creature can try to escape by taking an action to make a DC 13  Strength  check. On a success, the creature escapes and enters a space of its choice within 5 feet of the mudman, ending the  restrained  and  blinded  conditions.'