Gangly Mireling

Gangly Mireling
Large Fey, Chaotic Neutral
Armor Class: 13 (natural armor)
Hit Points: 52 (7d10 + 14)
Speed: 30 ft., climb 30 ft.
Abilities
Ability | Score | Modifier |
---|---|---|
Strength | 16 | +3 |
Dexterity | 14 | +2 |
Constitution | 14 | +2 |
Intelligence | 8 | -1 |
Wisdom | 12 | +1 |
Charisma | 7 | -2 |
Skills
- Stealth: +4
- Perception: +3
Damage Resistances
- Poison, Psychic
Senses
- Darkvision: 60 ft.
- Passive Perception: 13
Languages
- Sylvan, Common (broken)
Traits
Gangly Limbs:
The Mireling’s unusually long limbs grant it an extended reach. Its melee attacks have a reach of 10 feet.
Regeneration:
The Mireling regains 5 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or exposed to fire.
Fey Ancestry:
The Mireling has advantage on saving throws against being charmed, and magic can’t put it to sleep.
Purple Blood:
When the Mireling is struck by a melee attack, its purple blood sprays outward. The attacker must succeed on a DC 12 Dexterity saving throw or be splashed with blood, taking 1d4 poison damage.
Actions
Multiattack:
The Mireling makes two attacks with its claws.
Claw:
Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 8 (1d10 + 3) slashing damage.
Vile Grin (Recharge 5–6):
The Mireling contorts its face into a grotesque, fanged smile, releasing a wave of psychic energy.
- All creatures within 15 feet must make a DC 13 Wisdom saving throw. On a failed save, they take 2d6 psychic damage and are frightened until the end of their next turn. On a success, they take half damage and are not frightened.
Tactics
- The Mireling is cunning and uses its gangly limbs to strike from a safe distance, retreating to high ground or trees when outnumbered.
- It tries to isolate weaker party members by frightening the group with Vile Grin and attacking those left vulnerable.
- If seriously injured, it attempts to flee, using its climb speed to escape into treetops or rocky cliffs.
Treasure
- Purple Blood Vial: The Mireling’s blood, if collected, can be used as a poison or alchemical component:
- Potion of Vile Grin: Can be brewed by a skilled alchemist (DC 15 check). When consumed, it grants the user the ability to frighten enemies (similar to the Mireling’s Vile Grin) once within 1 hour.
- A small Fey Amulet that provides resistance to psychic damage when worn.
CR and Balance
- Challenge Rating: 2 (450 XP)

Undead Mireling
Large Undead, Chaotic Evil
Armor Class: 14 (natural armor)
Hit Points: 60 (8d10 + 16)
Speed: 30 ft., climb 30 ft.
Abilities
Ability | Score | Modifier |
---|---|---|
Strength | 18 | +4 |
Dexterity | 12 | +1 |
Constitution | 14 | +2 |
Intelligence | 5 | -3 |
Wisdom | 10 | +0 |
Charisma | 6 | -2 |
Saving Throws
- Constitution +4
Damage Resistances
- Necrotic, Cold
Damage Immunities
- Poison
Condition Immunities
- Poisoned, Exhaustion
Senses
- Darkvision: 60 ft.
- Passive Perception: 10
Languages
- Understands the languages it knew in life but cannot speak.
Traits
Undead Fortitude:
If damage reduces the Mireling to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Mireling drops to 1 hit point instead of 0.
Necrotic Blood Spray:
When the Mireling takes slashing or piercing damage, its necrotic blood sprays in a 5-foot radius. Creatures in the area must succeed on a DC 13 Constitution saving throw or take 2d6 necrotic damage.
Unholy Hunger:
The Mireling regains 5 hit points at the start of its turn if it has dealt damage to a living creature since its last turn. This trait does not function if the Mireling is exposed to sunlight or radiant damage.
Actions
Multiattack:
The Mireling makes two claw attacks.
Claw:
Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 10 (1d10 + 4) slashing damage.
Death Gasp (Recharge 5–6):
The Mireling releases a chilling, guttural shriek infused with necrotic energy. Each creature within 15 feet must make a DC 14 Wisdom saving throw or take 3d6 necrotic damage and be frightened until the end of its next turn. On a successful save, a creature takes half damage and is not frightened.
Tactics
- The Undead Mireling uses its Necrotic Blood Spray to punish melee attackers, making it risky to fight up close.
- It prioritizes attacking living creatures to fuel its Unholy Hunger regeneration.
- If surrounded or overwhelmed, it uses Death Gasp to scatter the party and regain control of the battlefield.
Challenge Rating
- CR 3 (700 XP): Balanced for a party of 4 third-level characters.