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Miremal 2014

CR 1/2 fey

Small fey, chaotic evil


Armor Class
13
Hit Points
22 (5d6+5)
Speed
30 ft., swim 30 ft.

STR10 (+0)
DEX16 (+3)
CON12 (+1)
INT10 (+0)
WIS12 (+1)
CHA8 (-1)

Saving Throws
Skills
Perception +3, Stealth +5, Survival +3
Senses
darkvision 60 ft., passive Perception 13
Languages
Sylvan, Umbral
Challenge
1/2 (100 XP) · Proficiency Bonus +2

Amphibious.

The miremal can breathe air and water.

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.

Swamp Camouflage.

The miremal has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

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.

Environments: Swamp or Marsh

Other versions

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