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Mi-Go

Medium · Plant · CR 5 · Neutral Evil

Source. Tome of Beasts
Armor Class
17 (natural armor)
Hit Points and Hit Dice
76 (8d8+40)
Challenge Rating CR
5

Ability Scores

Core attributes and their modifiers.

STR
16
+3
DEX
19
+4
CON
21
+5
INT
25
+7
WIS
15
+2
CHA
13
+1

Overview

Category Monsters
Size Medium
Type Plant
Alignment Neutral Evil
XP 1800
Initiative Bonus +4

Movement

Walk 30 ft (9.1 m)
Fly 60 ft (18.3 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 240 ft (73.2 m)
Blindsight 30 ft (9.1 m)
Passive Perception 15

Saving Throws

Strength +6 Constitution +8 Charisma +4

Skills

Arcana +10 Deception +7 Medicine +5 Perception +5 Stealth +7

Languages

Common, Mi-go, Void Speech

Resistances & Immunities

Damage Resistances
radiant, cold

Environments

Arctic or Tundra Caves Coast Desert Forest or Jungle Grassland or Plains Hills Laboratory Lake Mountain Ocean Ruins Sewer Shadowfell The Abyss Astral Plane Elysium Ethereal Plane Feywild Hell Material Plane Plane of Air Plane of Earth Plane of Fire Plane of Water Swamp or Marsh Temple Badlands Tomb Underworld Urban

Traits

Astral Travelers

Mi-go do not require air or heat to survive, only sunlight (and very little of that). They can enter a sporulated form capable of surviving travel through the void and returning to consciousness when conditions are right.

Disquieting Technology

The mi-go are a highly advanced race, and may carry items of powerful technology. Mi-go technology can be represented using the same rules as magic items, but their functions are very difficult to determine: identify is useless, but an hour of study and a successful DC 19 Arcana check can reveal the purpose and proper functioning of a mi-go item.

Sneak Attack (1/Turn)

The mi-go does an extra 7 (2d6) damage when it hits a target with a claw attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mi-go that isn't incapacitated and the mi-go doesn't have disadvantage on the attack roll.

Actions

Claw

+7 to hit, reach 5 ft (1.5 m). Hit: 3d6 psychic damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and the target is grappled (escape DC 13). If both claw attacks strike the same target in a single turn, the target takes an additional 13 (2d12) psychic damage.

Multiattack

The mi-go makes two attacks with its claws.

Reactions

Spore Release

When a mi-go dies, it releases its remaining spores. All living creatures within 10 feet take 14 (2d8 + 5) poison damage and become poisoned; a successful DC 16 Constitution saving throw halves the damage and prevents poisoning. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on itself with a success.

About Mi-Go

Mi-Go is a medium plant with a Challenge Rating of 5. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 17 and possesses 76 hit points (derived from 8d8+40).

Mi-Go has communication capabilities including Common, Mi-go, Void Speech. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Mi-Go

1 tips available

When using Mi-Go in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.

Player Guide: Facing Mi-Go

1 strategies available

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

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.

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 Mi-Go?
Mi-Go has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
What type of creature is Mi-Go?
Mi-Go is a Medium Plant, which affects how certain spells and abilities interact with it.
What languages does Mi-Go speak?
Mi-Go can communicate in Common, Mi-go, Void Speech.

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