Mire Chanter
Traits
Marsh Walk. Difficult Terrain caused by swamp, mud, or water doesn't affect the Mire Chanter.
Bog Sense. Knows the location of every creature touching water or mud within 60 feet.
Actions
Multiattack. Uses one Sucking Mud and one Bog Lash.
Bog Lash. Melee Attack Roll: +4, reach 10 ft. Hit: 9 (2d6 + 2) Bludgeoning damage.
Sucking Mud. The Mire Chanter picks a point it can see within 60 feet. A 15-foot radius area at that point turns into Difficult Terrain (1 minute). Every enemy who starts its turn in that area makes a DC 13 Strength save. Failure: The target's Speed becomes 0 (until the end of its next turn) — stuck in the mud.
It can keep at most two Sucking Mud areas active at once. If it creates a third, the oldest one ends.
Drowning Grasp (Recharge 5–6). Strength Saving Throw: DC 13, one creature the Mire Chanter can see that is on mud/water. Failure: The target takes 17 (5d6) Bludgeoning damage and is Prone; it is also half-buried in mud — it becomes Restrained (escape DC 13, Strength check). Success: Half damage, no other effect.
How to Use
The Mire Chanter immobilizes the battlefield. The Fighter can't walk, the Rogue can't flee, everyone slows down.
But it's weak alone (HP 65, attack of 9). This is intentional — a Controller doesn't fight alone, it supports.
The right combination (4e logic):
Mire Chanter (Controller) + 2× Brute
The Mire Chanter sticks the party in the mud, the Brutes pound the stuck targets. The party can't run.
For a 4-person Lv4 party: 700 + (2 × 450) = 1.600 XP. Budget (Medium) = 375×4 = 1.500. Medium–High. Ideal.
How the party wins: Ranged attacks (stuck in the mud but can still shoot an arrow), flying, or killing the Controller first — this is 4e's core lesson: target the Controller, leave the Brute for later.