Mire Fiend
Medium Fiend. CR 5, AC 16, 94 HP. Traits: Amphibious, Demonic Resilience, Magic Resistance, Pack Tactics, Swamp Camouflage.
- Armor class
- 16
- Hit points
- 94
- Challenge
- 5
- Creature type
- Fiend
- Size
- medium
Stat block
- Cha
- 6
- Con
- 18
- Dex
- 22
- Int
- 4
- Str
- 14
- Wis
- 14
- Speed
- Swim: 40; Walk: 40
- Senses
- darkvision 60 ft., keensense 10 ft.
- Skills
- Actions
- Multiattack. The mire fiend makes one Mandibles attack, one Spear attack, and one Stinger attack.
- Mandibles. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one creature. _Hit:_ 12 (2d8+3) slashing damage.
- 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.
- 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.
- 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.
- Languages
- Abyssal
- 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.
- Saving throws
- Wisdom: 2; Charisma: -2; Strength: 2; Dexterity: 6; Constitution: 4; Intelligence: -3
- Damage immunities
- acid,Demonic Resilience
- Special abilities
- 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.
- Damage resistances
- Demonic Resilience
Source and licence
From Black Flag Reference Document.
Licence: ORC License.