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Miremal

Small · Fey · CR 1/2 · Chaotic Evil

Source. Tome of Beasts
Armor Class
13
Hit Points and Hit Dice
22 (5d6+5)
Challenge Rating CR
1/2

Ability Scores

Core attributes and their modifiers.

STR
10
+0
DEX
16
+3
CON
12
+1
INT
10
+0
WIS
12
+1
CHA
8
-1

Overview

Category Monsters
Size Small
Type Fey
Alignment Chaotic Evil
XP 100
Initiative Bonus +3

Movement

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

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 13

Skills

Perception +3 Stealth +5 Survival +3

Languages

Sylvan, Umbral

Environments

Swamp or Marsh

Traits

Amphibious

The miremal can breathe air and water.

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.

Swamp Camouflage

The miremal has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Actions

Bite

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

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.

Claws

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

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Multiattack

The miremal makes two attacks, one of which must be a claw attack.

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.

About Miremal

Miremal is a small fey with a Challenge Rating of 1/2. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 13 and possesses 22 hit points (derived from 5d6+5).

Miremal has communication capabilities including Sylvan, Umbral. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Miremal

1 tips available

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

  • Aquatic Combat: This creature can swim at 30 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.

Player Guide: Facing Miremal

1 strategies available

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

  • Aquatic Combat Defense: This creature can swim at 30 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 1.

Solo Encounter:

A single character of level 2 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 75 XP
  • Hard: 112 XP
  • Deadly: 150 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 Miremal?
Miremal has a Challenge Rating of 1/2, making it appropriate for parties of level 0.5.
What type of creature is Miremal?
Miremal is a Small Fey, which affects how certain spells and abilities interact with it.
What languages does Miremal speak?
Miremal can communicate in Sylvan, Umbral.

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