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)
Senses
darkvision 60 ft., passive Perception 13
Skills
Perception +3, Stealth +5, Survival +3
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.