Marshtomp (3.5e Monster)

Combat
 (Ex): As long as the ground is even vaguely damp, and it usually is if a Marshtomp is standing on it, Marshtomp can make a melee touch attack instead of a Slam attack. This only deals a single point of damage; however it also blinds the target for one round.

 (Ex): By spending a full round action rolling in mud (this provokes an ), Marshtomp can grant itself protection against Electricity-based effects for one minute, gaining a +4 racial bonus on saving throws and taking half damage.

 (Ex): Marshtomp can spit out, as a Standard action, a blast of thick mud. It hits with incredible power, dealing 1d6 damage per hit die, however only reaches as far as 30 feet. A struck target must also make a Reflex save (DC 14) or be staggered for one round. The save DC is Con-based.

 (Ex): Marshtomp's flesh is perfect for plants to grow from. Unfortunately, this means it takes an extra 1d6 points of damage from the natural attacks of Plant creatures and from attacks that use plants to deal damage. It also takes a -10 penalty on saving throws against desiccation/dehydration effects.

 (Ex): If Marshtomp is in the water, a cloud of mud simply forms around it. It automatically gains Total Concealment in these situations.