Saurians on Eska have developed a bit of a relationship with quagmires, and use them as defensive hazards around their sviks. Once a quagmire has been identified, they mark the area around it, often with discreet marks on surrounding trees and rocks. A DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify these markings. Saurians gain advantage on these checks, though members of the closest svik will know where the quagmires are located without having to make a check. After the area is marked, they proceed to make sure it is well fed so that it does not move.
When a quagmire reproduces, or found in an undesirable area, a saurian svik will try to move it, a long and arduous process given the quagmire's slow speed and luring scent. Such an undertaking often requires the entire svik working in tandem, and there is usually a loss of saurian life. Any outsiders that offer or are recruited to help are often adopted by the svik and made members of the clan upon successful completion of the task.
Large ooze, unaligned
Armor Class 14 (natural armor)
Hit Points 85 (10d10+30)
Speed 10 feet
12 (+1 )
Skills Perception +8, Stealth +10
Senses blindsight 60 feet, tremorsense 120 feet, passive Perception 20
Challenge 5 (1,800 XP)
Scent Lure. The quagmire can emit a variety of scents that lure in animal prey. When within 30 feet of a quagmire, the target must make a DC 14 Wisdom saving throw or suffer from the charmed condition and use its movement to move towards the quagmire. The victim gets another saving throw each round to counter the effects.
Grappler. The quagmire has advantage on attack rolls against a creature grappled by it.
Psedopod Pull. The quagmire can use its move to pull any number of creatures it is grappling adjacent to it.
Multiattack. A quagmire may make two psedopod attacks or one psedopod attack and one bite attack.
Psedopod. Melee Weapon Attack: +8 to hit, reach 10 feet, one creature.
Hit: 14 (2d8+5) bludgeoning damage and the target is grappled (escape DC 16). Until the grapple ends the target is restrained. The quagmire has four psedopods and so it can only grapple four creatures in this way.
Bite. Melee Weapon Attack: +8 to hit, reach 5 feet, one creature. Hit: 20 (3d10+5) piercing damage.
Swallow. The quagmire makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the quagmire.
Swallowed creatures must succeed on a DC 15 Constitution saving throw or become paralyzed for 1 round. At the end of this period if the creature is still swallowed by the quagmire they save again or remained paralyzed for another round. If the creature does save but remains swallowed it is subject to another saving throw every round after the successful one. A swallowed creature’s maximum hit points are reduced by 1 for round it is swallowed. When it’s hit point maximum is reduced to 0 the creature is completely digested by the quagmire and dies.
Quagmires, or living quicksand, are strange creatures related to assorted oozes that live in marshes. Quagmires are virtually undetectable, blending in perfectly with the terrain.
Quagmires devour organic matter, even leather, bone, and paper, but will leave deposits of metal and gems (the undigested remains of their victims). Quagmires can be huge, with pools 30 feet in diameter not unknown. They are believed to reproduce by fission. Because quagmires blend in with their surroundings, they have no true coloration.
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