Miremal
Miremal
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.