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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Miremal/

Miremal

Miremal

Small fey, chaotic evil
  • Armor Class 13 ()
  • Hit Points 22 (5d6+5)
  • Speed 30 ft., swim 30 ft.
  • STR
    10 (+0)
  • DEX
    16 (+3)
  • CON
    12 (+1)
  • INT
    10 (+0)
  • WIS
    12 (+1)
  • CHA
    8 (-1)
  • Skills Perception +3, Stealth +5, Survival +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Sylvan, Umbral
  • Challenge 1/2 (100 XP)
  • Amphibious. The miremal can breathe air and water.
  • Swamp Camouflage. The miremal has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
  • Savage Move. If the miremal surprises a creature, it gets a bonus action it can use on its first turn of combat for a claw attack, a bite attack, or a Bog Spew attack.

Actions

  • Multiattack. The miremal makes two attacks, one of which must be a claw attack.
  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  • Bog Spew (Recharge 5-6). The miremal spews a noxious stream of bog filth mixed with stomach acid at a target up to 20 feet away. Target must succeed on a DC 11 Constitution saving throw or be blinded for 1d4 rounds.

Reactions

  • Muddled Escape (1/Day). If an attack would reduce the miremal's hit points to 0, it collapses into a pool of filth-laden swamp water and its hit points are reduced to 1 instead. The miremal can move at its normal speed in this form, including moving through spaces occupied by other creatures. As a bonus action at the beginning of the miremal's next turn, it can reform, still with 1 hit point.

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