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Miremal

Size
Small
Type
Fey
Challenge Rating
1/2
Source
Tome of Beasts
Alignment
Chaotic-Evil
Armor Class
13
Speeds
30, swim 30
Walking Speed
30
Swimming Speed
30
Strength Score
10
Dexterity Score
16
Constitution Score
12
Intelligence Score
10
Wisdom Score
12
Charisma Score
8
Skill Proficiencies
Perception, Stealth, Survival
Vision
Darkvision (60ft)
Languages Ref
Sylvan, Umbral
Hit Points
22
Languages
Sylvan

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.

Description

The creature emerging from the shadows of the swamp is short and lean. Its pale-skinned body is covered in fungus and moss that seems to grow directly in its flesh, and its green eyes weep bloody tears.
Miremals are savage, degenerate fey who delight in crafting seemingly safe paths through treacherous swamps—though these paths are, instead, riddled with traps and ambush points.
Unreliable Guides. Miremals hunt in packs of three to six and often serve a more powerful creature, especially one that commands potent magic. As a result, many of these paths lead unwary travelers into the grove of a green hag coven or into the lair of a black dragon.
Swamp. Miremals have adapted from sylvan forests to the swamps: patches of red and green fungus sprout from their skin, mushrooms and branches grow haphazardly out of their bodies, and moss hangs from beneath their arms. Their eyes are forest green and are perpetually wet with bloody tears—their legends say their tears come from rage over their banishment and agony from knowing they can never return.
Hate Moss Lurkers. Miremals are occasionally confused with moss lurkers, but the two despise one another and both consider the comparison odious.

Stat block from Tome of Beasts (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur. It is not Geminaea material. See Legal.