47 lines
3.0 KiB
Markdown
47 lines
3.0 KiB
Markdown
# Mire Fiend
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*medium* *Fiend*
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- **Armor Class:** 16 (natural armor)
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- **Hit Points:** 94
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- **Speed:** walk 40 ft. swim 40 ft.- **Perception**: 15
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- **Stealth**: 16
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- **Challenge Rating:** 5 (1,800 XP)
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- **Source:** Black Flag,
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| +2 | +6 | +4 | -3 | +2 | -2 |
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- **Damage Immunities:** acid,Demonic Resilience
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- **Damage Resistances:** Demonic Resilience
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- **Senses:** darkvision 60 ft., keensense 10 ft.
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- **Languages:** Abyssal
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### Special Abilities
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- **Amphibious:** The mire fiend can breathe air and water.
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- **Demonic Resilience:** The mire fiend is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition.
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- **Magic Resistance:** The mire fiend has advantage on saves against spells and other magical effects.
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- **Pack Tactics:** 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.
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- **Swamp Camouflage:** The mire fiend's Stealth is 21 while in swampy terrain.
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### Actions
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- **Multiattack:** The mire fiend makes one Mandibles attack, one Spear attack, and one Stinger attack.
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- **Mandibles:** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one creature. _Hit:_ 12 (2d8+3) slashing damage.
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- **Spear:** Melee Weapon or Ranged Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.
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- **Stinger:** _Melee Weapon Attack:_ +6 to hit, reach 10 ft., one creature. _Hit:_ 5 (1d4+3) piercing damage plus 10 (3d6) poison damage, and the target must succeed on a DC 14 CON save or be poisoned.
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- **Stunning Snap (Recharge 5-6):** 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.
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### Reactions
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- **Acidic Retribution:** 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.
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### License
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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.
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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.
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