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
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