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Mire Fiend

Medium · Fiend · CR 5 · Chaotic Evil

Source. Black Flag SRD
Armor Class
16 (natural armor)
Hit Points and Hit Dice
94
Challenge Rating CR
5

Ability Scores

Core attributes and their modifiers.

STR
14
+2
DEX
22
+6
CON
18
+4
INT
4
-3
WIS
14
+2
CHA
6
-2

Overview

Category Monsters
Size Medium
Type Fiend
Alignment Chaotic Evil
XP 1800
Initiative Bonus +6

Movement

Walk 40 ft (12.2 m)
Swim 40 ft (12.2 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 12

Saving Throws

Strength +2 Dexterity +6 Constitution +4 Intelligence -3 Wisdom +2 Charisma -2

Languages

Abyssal

Resistances & Immunities

Damage Immunities
acid,Demonic Resilience
Damage Resistances
Demonic Resilience

Traits

Amphibious

The mire fiend can breathe air and water.

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.

Magic Resistance

The mire fiend has advantage on saves against spells and other magical effects.

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.

Swamp Camouflage

The mire fiend's Stealth is 21 while in swampy terrain.

Actions

Mandibles

+6 to hit, reach 5 ft (1.5 m). Hit: 2d8+3 slashing damage.

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8+3) slashing damage.

Multiattack

The mire fiend makes one Mandibles attack, one Spear attack, and one Stinger attack.

Spear

+5 to hit, reach 5 ft (1.5 m). Hit: 1d6+2 piercing damage.

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.

Stinger

+6 to hit, reach 10 ft (3 m). Hit: 1d4+3 plus 3d6 poison damage.

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.

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.
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.

Reactions

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.

About Mire Fiend

Mire Fiend is a medium fiend with a Challenge Rating of 5. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 94 hit points (derived from None).

Mire Fiend has communication capabilities including Abyssal. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Mire Fiend

2 tips available

When using Mire Fiend in your D&D 5e campaign, consider these tactical approaches:

  • Aquatic Combat: This creature can swim at 40 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
  • Pack Tactics Advantage: This creature has advantage on attack rolls when an ally is within 5 feet! Separate it from its pack or use 'Fear' spells to scatter allies. Single-target encounters reduce its effectiveness.

Player Guide: Facing Mire Fiend

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Aquatic Combat Defense: This creature can swim at 40 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
  • Counter Pack Tactics: This creature has advantage when allies are nearby! Separate it from its pack. Use 'Fear' spells to scatter allies. Single-target encounters reduce its effectiveness.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 5.

Solo Encounter:

A single character of level 7 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 3,000 XP
  • Hard: 4,500 XP
  • Deadly: 6,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Mire Fiend?
Mire Fiend has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
What type of creature is Mire Fiend?
Mire Fiend is a Medium Fiend, which affects how certain spells and abilities interact with it.
What languages does Mire Fiend speak?
Mire Fiend can communicate in Abyssal.

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