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

  1. The Undead Mireling uses its Necrotic Blood Spray to punish melee attackers, making it risky to fight up close.
  2. It prioritizes attacking living creatures to fuel its Unholy Hunger regeneration.
  3. 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.