Mire Fiend
medium Fiend
- Armor Class: 16 (natural armor)
- Hit Points: 94
- Speed: walk 40 ft. swim 40 ft.- Perception: 15
- Stealth: 16
- Challenge Rating: 5 (1,800 XP)
- Source: Black Flag,
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| +2 |
+6 |
+4 |
-3 |
+2 |
-2 |
- Damage Immunities: acid,Demonic Resilience
- Damage Resistances: Demonic Resilience
- Senses: darkvision 60 ft., keensense 10 ft.
- Languages: Abyssal
Special Abilities
- Amphibious: The mire fiend can breathe air and water.
- Demonic Resilience: The mire fiend is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition.
- Magic Resistance: The mire fiend has advantage on saves against spells and other magical effects.
- Pack Tactics: The mire fiend has advantage on attack rolls against a creature if at least one of the mire fiend's allies is within 5 feet of the creature and the ally isn't incapacitated.
- Swamp Camouflage: The mire fiend's Stealth is 21 while in swampy terrain.
Actions
- Multiattack: The mire fiend makes one Mandibles attack, one Spear attack, and one Stinger attack.
- Mandibles: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8+3) slashing damage.
- Spear: Melee Weapon or Ranged Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.
- Stinger: Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 10 (3d6) poison damage, and the target must succeed on a DC 14 CON save or be poisoned.
- Stunning Snap (Recharge 5-6): If the mire fiend has no creature grappled, it snaps its mandibles together with great force, creating a miniature sonic boom in a 30-foot cone.
Each creature in that area must make a DC 14 CON save. On a failure, a creature takes 21 (6d6) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned.
Reactions
- Acidic Retribution: When the mire fiend takes damage, including any damage that reduces it to 0 HP, it can expel acid from its stinger in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 14 DEX save, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
License
This work contains material from the Black Flag Roleplaying Reference Document v0.2, © Open Design LLC d/b/a Kobold Press. Reserved Material elements in this product include all elements designated as Reserved Material under the ORC License. This product contains no Expressly Designated Licensed Material.
This work is licensed under the ORC License, located at the Library of Congress at TX 9-307-067, and available online at various locations including koboldpress.com/orclicense and others. All warranties are disclaimed as set forth therein.
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