Mire Brute

This creature resembles a vaguely humanoid monster about 12 feet tall covered with slime. Sharpened wooden stakes seemingly jut from its body at various points and angles. No discernible facial features are present.

Mire Brute CR 13

XP 25,600
NE Huge outsider (earth, elemental, extraplanar, water)
Init -1; Senses darkvision 60 ft., tremorsense 100 ft.; Perception +34


AC 17, touch 7, flat-footed 17 (-1 Dex, +10 natural, -2 size)
hp 283 (21d10+168)
Fort +22, Ref +6, Will +14
DR 10/–; Immune fire, elemental traits; Resist cold 15


Speed 20 ft., swim 60 ft.
Melee 2 slams +31 (3d6+11/19-20 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks disgorge vermin, disease, drench, impale


Str 32, Dex 8, Con 26, Int 6, Wis 11, Cha 10
Base Atk +21; CMB +34 (+38 grapple); CMD 43
Feats Alertness, Blinding Critical, Cleave, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Natural Attack (slam), Iron Will, Power Attack, Skill Focus (Perception), Weapon Focus (slam)
Skills Acrobatics +14, Intimidate +23, Perception +34, Sense Motive +2, Stealth +15 (+23 in swamps or marshes), Swim +32; Racial Modifiers +8 Stealth in swamp or marsh terrain.
Languages Aquan, Terran (cannot speak)


Disease (Ex)

Filth fever: Stakes–injury; save Fort DC 28; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

Disgorge Vermin (Ex)

Once per day as a standard action, a mire brute can vomit forth a spray of fetid water to a range of 30 feet. The spray contains small biting insects and worms. Treat these vermin as a centipede swarm. A mire brute disgorges 1d3 centipede swarms when it uses this ability. A swarm moves to engage the closest living creature.

Drench (Ex)

A mire brute can extinguish torches, campfires, exposed lanterns and other open flames of a nonmagical origin if they are of Large size or smaller. A mire brute can dispel magical fire as dispel magic (CL 21).

Impale (Ex)

A mire brute can try to impale a grabbed opponent of one size smaller than itself by making a successful grapple check that does not provoke an attack of opportunity. If successful, the opponent immediately takes 4d6 points of damage and is impaled on the stakes jutting from the mire brute’s body. An impaled opponent is considered pinned and thereafter takes 3d6 points of damage each round until it breaks free. An impaled opponent must succeed on a grapple check against the mire brute’s CMD to break free. A mire brute is not considered grappled while it has an opponent impaled. A Huge mire brute can impale 1 Large, 2 Medium, 8 Small, or 32 Tiny or smaller opponents at one time.


Environment temperate marshes
Organization solitary
Treasure none

Mire brutes, when dormant, appear as large stretches of mud bristling with wooden stakes. It lies in wait for lone or distracted targets, at which time it rises and attacks, assuming a vaguely humanoid form, its surface glistening with slime and detritus. Lacking any discernible sensory organs, it shambles about, looking to kill anything it detects nearby. Towering over 12 feet tall, and of an instable structure, it lurches about, on thick featureless legs, dripping muck over the battlefield. Stupid and destructive, it fights blindly, targeting whatever comes within its reach. The most repellant attack form available to the mire brute is its ability to unleash a slough of putrid fluid, squirming insects and worms. Conceivably more of these foul creatures exist, but none have been spotted before and it is believed that this monster is unique.

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