Miremal

Tome of Beasts (Third Party)

Size
Small
Type
fey
Alignment
chaotic evil
AC
13
Hit Points
22 (5d6+5)
Speed
walk 30 ft., swim 30 ft.
Skills
Perception +3, Stealth +5, Survival +3
Senses
darkvision 60 ft.
Passive Perception
13
Languages
Sylvan, Umbral
Challenge
1/2
STR
10
+0
DEX
16
+3
CON
12
+1
INT
10
+0
WIS
12
+1
CHA
8
−1

Traits

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.

recharge

D5

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.

recharge

1/DAY

Other data

description