Miremal
Small Fey Chaotic Evil
- Armor Class: 12
- Hit Points: 22 (5d6 + 5)
- Speed: walk 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: Tome of Beasts 2023, page 272
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
15 (+2) |
12 (+1) |
10 (+0) |
12 (+1) |
8 (-1) |
- Skills: Perception +3, Stealth +6, Survival +3
- Damage Vulnerabilities: False
- Damage Immunities: False
- Damage Resistances: False
- Condition Immunities: False
- Senses: darkvision 60 ft., passive Perception 13
- Languages: Sylvan, Umbral
Special Abilities
- Amphibious: The miremal can breathe air and water.
- Muddled Escape (Recharges after a Short or Long Rest): If the miremal takes 7 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead and becomes a puddle of filthy swamp water. At the start of the miremal's next turn, it can move up to 15 feet as a puddle. Then it returns to its normal form.
- Swamp Camouflage: The miremal has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Actions
- Multiattack: The miremal makes one Bite attack and one Claw attack.
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
- Bog Spew (Recharge 5-6): The miremal spews a noxious stream of bog filth mixed with stomach acid at one creature it can see within 20 feet of it. The target must make a DC 11 Constitution saving throw. On a failure, the target takes 7 (2d6) acid damage and is blinded until the end of its next turn. On a success, the target takes half the damage and isn't blinded.
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