Miremal
Small Fey, Chaotic Evil
Armor Class 12
Hit Points 22 (5d6 + 5)
Speed walk +30
Challenge 1/2
Skills Stealth +6, Survival +3, Perception +3
Damage Vulnerabilities False
Damage Resistances False
Damage Immunities False
Condition Immunities False
Senses darkvision 60 ft., passive Perception 13
Languages Sylvan, Umbral
Special Abilities
Amphibious. The miremal can breathe air and water.
Muddled Escape (Recharges after a Short or Long Rest). If the miremal takes 7 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead and becomes a puddle of filthy swamp water. At the start of the miremal's next turn, it can move up to 15 feet as a puddle. Then it returns to its normal form.
Swamp Camouflage. The miremal has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Actions
Multiattack. The miremal makes one Bite attack and one Claw attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Bog Spew (Recharge 5-6). The miremal spews a noxious stream of bog filth mixed with stomach acid at one creature it can see within 20 feet of it. The target must make a DC 11 Constitution saving throw. On a failure, the target takes 7 (2d6) acid damage and is blinded until the end of its next turn. On a success, the target takes half the damage and isn't blinded.
Source: Tome of Beasts 2023 · OGL/Open