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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Mi-Go/

Mi-Go

Mi-Go

Medium plant, neutral evil
  • Armor Class 17 (natural armor)
  • Hit Points 76 (8d8+40)
  • Speed 30 ft., fly 60 ft.
  • STR
    16 (+3)
  • DEX
    19 (+4)
  • CON
    21 (+5)
  • INT
    25 (+7)
  • WIS
    15 (+2)
  • CHA
    13 (+1)
  • Saving Throws Str +6, Con +8, Cha +4
  • Skills Arcana +10, Deception +7, Medicine +5, Perception +5, Stealth +7
  • Damage Resistances radiant, cold
  • Senses blindsight 30 ft., darkvision 240 ft., passive Perception 15
  • Languages Common, Mi-go, Void Speech
  • Challenge 5 (1,800 XP)
  • Astral Travelers. Mi-go do not require air or heat to survive, only sunlight (and very little of that). They can enter a sporulated form capable of surviving travel through the void and returning to consciousness when conditions are right.
  • Sneak Attack (1/Turn). The mi-go does an extra 7 (2d6) damage when it hits a target with a claw attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mi-go that isn't incapacitated and the mi-go doesn't have disadvantage on the attack roll.
  • Disquieting Technology. The mi-go are a highly advanced race, and may carry items of powerful technology. Mi-go technology can be represented using the same rules as magic items, but their functions are very difficult to determine: identify is useless, but an hour of study and a successful DC 19 Arcana check can reveal the purpose and proper functioning of a mi-go item.

Actions

  • Multiattack. The mi-go makes two attacks with its claws.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and the target is grappled (escape DC 13). If both claw attacks strike the same target in a single turn, the target takes an additional 13 (2d12) psychic damage.

Reactions

  • Spore Release. When a mi-go dies, it releases its remaining spores. All living creatures within 10 feet take 14 (2d8 + 5) poison damage and become poisoned; a successful DC 16 Constitution saving throw halves the damage and prevents poisoning. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on itself with a success.

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