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<title>Mire Fiend</title>
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<h1>Mire Fiend</h1>
<p><em>medium</em> <em>Fiend</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 94 </li>
<li><strong>Speed:</strong> walk 40 ft. swim 40 ft.- <strong>Perception</strong>: 15</li>
<li><strong>Stealth</strong>: 16</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> Black Flag,</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
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<tbody>
<tr>
<td>+2</td>
<td>+6</td>
<td>+4</td>
<td>-3</td>
<td>+2</td>
<td>-2</td>
</tr>
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<ul>
<li><strong>Damage Immunities:</strong> acid,Demonic Resilience</li>
<li><strong>Damage Resistances:</strong> Demonic Resilience</li>
<li><strong>Senses:</strong> darkvision 60 ft., keensense 10 ft.</li>
<li><strong>Languages:</strong> Abyssal</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Amphibious:</strong> The mire fiend can breathe air and water.</li>
<li><strong>Demonic Resilience:</strong> The mire fiend is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition.</li>
<li><strong>Magic Resistance:</strong> The mire fiend has advantage on saves against spells and other magical effects.</li>
<li><strong>Pack Tactics:</strong> The mire fiend has advantage on attack rolls against a creature if at least one of the mire fiend's allies is within 5 feet of the creature and the ally isn't incapacitated.</li>
<li><strong>Swamp Camouflage:</strong> The mire fiend's Stealth is 21 while in swampy terrain.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The mire fiend makes one Mandibles attack, one Spear attack, and one Stinger attack.</li>
<li><strong>Mandibles:</strong> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one creature. <em>Hit:</em> 12 (2d8+3) slashing damage.</li>
<li><strong>Spear:</strong> Melee Weapon or Ranged Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit:</em> 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.</li>
<li><strong>Stinger:</strong> <em>Melee Weapon Attack:</em> +6 to hit, reach 10 ft., one creature. <em>Hit:</em> 5 (1d4+3) piercing damage plus 10 (3d6) poison damage, and the target must succeed on a DC 14 CON save or be poisoned.</li>
<li><strong>Stunning Snap (Recharge 5-6):</strong> If the mire fiend has no creature grappled, it snaps its mandibles together with great force, creating a miniature sonic boom in a 30-foot cone.<br>Each creature in that area must make a DC 14 CON save. On a failure, a creature takes 21 (6d6) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Acidic Retribution:</strong> When the mire fiend takes damage, including any damage that reduces it to 0 HP, it can expel acid from its stinger in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 14 DEX save, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.</li>
</ul>
<h3>License</h3>
<p>This work contains material from the Black Flag Roleplaying Reference Document v0.2, © Open Design LLC d/b/a Kobold Press. Reserved Material elements in this product include all elements designated as Reserved Material under the ORC License. This product contains no Expressly Designated Licensed Material.</p>
<p>This work is licensed under the ORC License, located at the Library of Congress at TX 9-307-067, and available online at various locations including koboldpress.com/orclicense and others. All warranties are disclaimed as set forth therein.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/black_flag/mire_fiend_bf.md">Markdown Format</a></p>
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