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Mi-Go 2014

CR 5 plant

Medium plant, neutral evil


Armor Class
17 (natural armor)
Hit Points
76 (8d8+40)
Speed
30 ft., fly 60 ft.

STR16 (+3)
DEX19 (+4)
CON21 (+5)
INT25 (+7)
WIS15 (+2)
CHA13 (+1)

Saving Throws
Strength +6, Constitution +8, Charisma +4
Skills
Arcana +10, Deception +7, Medicine +5, Perception +5, Stealth +7
Resistances
radiant, cold
Senses
blindsight 30 ft., darkvision 240 ft., passive Perception 15
Languages
Common, Mi-go, Void Speech
Challenge
5 (1,800 XP) · Proficiency Bonus +3

Astral Travelers.

Mi-go do not require air or heat to survive, only sunlight (and very little of that). They can enter a sporulated form capable of surviving travel through the void and returning to consciousness when conditions are right.

Disquieting Technology.

The mi-go are a highly advanced race, and may carry items of powerful technology. Mi-go technology can be represented using the same rules as magic items, but their functions are very difficult to determine: identify is useless, but an hour of study and a successful DC 19 Arcana check can reveal the purpose and proper functioning of a mi-go item.

Sneak Attack (1/Turn).

The mi-go does an extra 7 (2d6) damage when it hits a target with a claw attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mi-go that isn't incapacitated and the mi-go doesn't have disadvantage on the attack roll.

Actions

Multiattack.

The mi-go makes two attacks with its claws.

Claw.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and the target is grappled (escape DC 13). If both claw attacks strike the same target in a single turn, the target takes an additional 13 (2d12) psychic damage.

Reactions

Spore Release.

When a mi-go dies, it releases its remaining spores. All living creatures within 10 feet take 14 (2d8 + 5) poison damage and become poisoned; a successful DC 16 Constitution saving throw halves the damage and prevents poisoning. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on itself with a success.

Environments: Arctic or Tundra, Caves, Coast, Desert, Forest or Jungle, Grassland or Plains, Hills, Laboratory, Lake, Mountain, Ocean, Ruins, Sewer, Shadowfell, The Abyss, Astral Plane, Elysium, Ethereal Plane, Feywild, Hell, Material Plane, Plane of Air, Plane of Earth, Plane of Fire, Plane of Water, Swamp or Marsh, Temple, Badlands, Tomb, Underworld, Urban

Other versions

Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details