Muckdweller
Tiny Monstrous Humanoid (Amphibious)
Hit Dice: 1d8-1 (3 hp)
Initiative: +2 (Dex)
Speed: 20 ft. Swim 40ft.
AC: 14 (+2 size, +2 Dex)
Attacks: Bite +1 melee; or Spit +5 ranged touch
Damage: Bite 1d3 -2
Face/Reach: 2 ½ ft. by 2 ½ ft. / 0 ft.
Special Attacks: Spit, Traps
Special Qualities: Darkvision 60 ft, Amphibious
Saves: Fort -1, Ref +4, Will +2
Abilities: Str 7, Dex 15, Con 8, Int 10, Wis 10, Cha 10
Skills: Hide +15, Move Silently +15, Swim +13, Craft(Trapmaking) +10
Feats: None
Climate/Terrain: Temperate to Tropical/Swamp or Subterranean Pool
Organization: Group (2-8) or Tribal (5-50 plus 1 1st - 4th level Sorcerer)  
Challenge Rating: 1/4
Treasure: Standard
Alignment: Usually Neutral or Lawful Evil
Advancement: By Class

Ranging in size from one to two feet in length, Muckdwellers are perhaps the smallest of humanoids. They are amphibious in nature, resembling salamanders or newts, with long, snake-like bodies, covered in red or brown skin. 

Combat

Muckdwellers do not like close combat, and much prefer to use traps. They set pit traps and snares and tripwires around their homes, then use themselves or parts of their treasure as bait to lure bigger enemies into their own destruction. When they do engage opponents in melee, they use their weak bite, or attempt to grapple opponents en masse, pinning enemies underwater to drown them. Up to sixteen muckdwellers can grapple a single medium size target at once. 
Amphibious(Ex): Muckdwellers can breathe underwater, and suffer no penalties whatsoever to combat while totally or partially submerged in water. Their Spit attack, however, does not function while totally submerged.
Spit(Ex): As a standard action, a muckdweller can spit water as a ranged touch attack with a range of 30’. This attack blinds opponents if they fail a reflex save(DC 12). In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses Dexterity bonus to AC, grants a +2 bonus to attackers’ attack rolls (they are effectively invisible), moves at half speed, and suffers a –4 penalty on most Strength and Dexterity based skills. If the save is successful, the target remains unaffected. 
Skills: All muckdwellers receive a +8 bonus to both move silently and hide skills because of their tiny size. These creatures have a natural cunning with pit, and snare traps, giving them a +5 racial bonus to Craft(trapmaking). Lastly, due to their amphibious nature, muckdwellers receive a +10 bonus to swim checks.

Muckdweller Society
These creatures are tribal in nature, functioning in a fairly large area, riddled with traps and spies, well guarded and nearly trackless. Muckdwellers do not appreciate intrusions and do not take such situations lightly; they are quick to attack. Their tribes are organized through ancient bloodlines, with specific families ruling based on whom is closes to their dragon ancestors. 
Muckdwellers sometimes work in coordination with Lizardmen, whom they fear and respect, or black dragons, whom they worship as a sort of great elder or demi-god. Muckdweller leaders are the only ones whom are allowed to speak to dragons. 

Muckdweller Characters
A muckdwellers favored class is Rogue. Most muckdweller leaders, however, are sorcerers. Muckdweller clerics worship whatever god Lizardmen worship. They may choose the same domains as Lizardmen clerics.

*  Converted by Maximillian (maximillian@train-yard.com)
*  Template by DJBehringer (Archimagus@aol.com)