Mutah CR 15

Your boat rocks slightly as a brightly colored beast breaks the surface of the water and launches into the air, shaking water from its wings and tail.

XP 51,200
N Huge magical beast (aquatic)
Init +2; Senses darkvision 60 ft., low-light vision, Perception +8


AC 30 (+6 deflection, +2 Dex, +12 natural)
hp 190 (20d10+80)
Fort +16, Ref +14, Will +9; DR 10/magic; SR 25


Speed 20 ft., fly 60 ft. (average), swim 40 ft.
Melee 4 stings +28 (2d6+12 plus poison)
Space 20 ft.; Reach 15 ft.
Special Attacks poison mist (DC 24)
Spell-Like Abilities (CL 20th, concentration +26)

1/daymaximized color spray (DC 17), maximized hypnotic pattern (DC 18), maximized prismatic sphere (DC 25), maximized prismatic spray (DC 23), maximized prismatic wall (DC 24), maximized rainbow pattern (DC 20)


During Combat Against a single foe the mutah uses Flyby Attack to sting the opponent, paralyzing them. When facing a large group it uses poison mist on as many enemies as possible, usually beginning with the green mist.

Morale If the green poison mist does not seem effective or if there are too many enemies, the mutah begins using its breath weapon and poison sting liberally, seeking escape.


Str 26, Dex 15, Con 18, Int 7, Wis 13, Cha 22
Base Atk +20; CMB +30; CMD 42
Feats Ability Focus (poison), Alertness, Cleave, Flyby Attack, Hover, Improved Natural Armor, Improved Natural Attack (sting), Iron Will, Power Attack, Wingover
Skills Fly +17, Perception +8, Stealth +13, Swim +19; Racial Bonuses Fly +8, Stealth +4, Swim +4
Special Qualities scintillating skin


Poison (Ex)

Sting—injury; save Fort DC 23; frequency 1/round for 4 rounds; initial damage 1d6 Con; secondary damage paralysis for 1 minute; cure 2 consecutive saves.

Poison Mist (Ex)

Mutah use a number of breath weapons, each of which produces a different colored cloud of poison mist that fills a 15-ft.-cube around a single target within 30 feet. Each breath weapon remains in place for two rounds and individually can be used once every four rounds. This mist is unaffected by light or moderate winds, though strong winds disperse the cloud within one round, and severe or stronger winds make using this mist impossible.

Each breath weapon’s saving throw (regardless of type) is DC 24 (and is Constitution-based). For each color of breath weapon the mutah uses, its face and head turn that particular color. The most common colors of mist and their effects are: Black: Once per day the mutah can use a black mist that causes permanent blindness in an opponent that fails a Fortitude save.

  • Blue: This color of mist can put an enemy to sleep, functioning as the spell of the same name but affecting one creature of up to 15 HD. Creatures within a 10-ft.-radius of the target must make a Will save or be staggered for 1d4 rounds.
  • Green: This color is the most commonly used and deals 2d6 points of acid damage to the target, causing their eyes to burn and temporarily blinding a creature for 2d4 rounds or until washed out with water (a full round action that provokes attacks of opportunity). A successful Fortitude save halves the damage and reduces the blindness to 1 round. Everyone within a 10-ft.-radius of the target takes 2d6 points of acid damage (Reflex save for half damage).
  • Red: The mutah selects one target and makes a ranged touch attack. On a hit the target takes 2d6 worth of fire damage and everyone within a 10-ft.-radius of the initial target takes 1d6 worth of fire damage. This otherwise functions as a splash weapon (Reflex save for half damage).
  • Yellow: This mist paralyzes a target that fails a Fortitude save. Those within the a 10-ft.-radius of the target must make a Fortitude save or become shaken for 1d4 rounds.

Scintillating Skin (Sp)

Due to the rapidly changing colors of its skin, the mutah gains a deflection bonus to AC equal to its Charisma modifier.


Environment any warm water
Organization solitary or pair
Treasure incidental

Mutah look like a large eel with large crests on its head and two fins that function like small wings. The tail is tipped with a poison stinger. The body of the mutah is narrow but muscular, with linear organs running through the first half of the body. Mutah breathe air so they come up to breathe frequently. An average mutah can stay underwater for about five minutes. A mutah’s skin changes color at random, with the exception of its head, face, and largest crest, which change to match the color of poison mist that the creature is about to use. The changing of skin color, the poison sting, and the variety of breath weapons are the result of beneficial organisms that live inside the mutah.

Mutah are omnivorous, eating mostly fish and other seafood but occasionally preying on a small land animal, such as a pig or a sheep; it uses its sting to paralyze prey and then carries the food to a safe place to eat. A mutah has no teeth; instead it crushes food against bony jaw ridges before muscle action forces the swallowed material down the throat. An average adult mutah is about 20 feet long and weighs about 500 pounds.

Section 15: Copyright Notice

Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson

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