Gangly Mireling

Gangly Mireling

"Long arms. Longer reach than you'd think. Don't stand still near the tree line."
— Shoing jungle patrol advice


IDENTITY

  • Common Name: Gangly Mireling
  • Classification: Fey
  • Alternate Names: Longwalker, Purple-Blood (Funta hunters)

DESCRIPTION

The Gangly Mireling is a lanky, unsettling fey creature that looks vaguely like a tall, starved humanoid with limbs stretched a full foot too long. Its arms hang past its knees, fingers nearly brushing the ground, and its joints bend at angles that suggest far more range of motion than any normal creature. Its skin is waxy and pale, pocked with old purple stains from its own blood — which, when spilled, sprays outward and causes chemical irritation on contact. The creature moves with a loping, uneven gait and is capable of climbing nearly vertical surfaces with ease. Its face, when visible, is deeply unsettling: wide eyes, too many teeth, and a purple-tinged grin that seems too large for the skull.

  • Size: Large — stands roughly 8 feet tall, though it hunches; limbs extend 10 feet
  • Distinguishing Traits: Limbs disproportionately long even for its height, purple-black blood visible at joints and lips, grinning expression even in repose, faint smell of decay and wet leaves

HABITAT & RANGE

Tropical forests and humid jungle regions are its home — primarily [Funta](Funta/Welcome to Funta)'s interior, [Shoing](Shoing/Welcome to Shoing)'s southern rainforest belt, and the warmer coastal regions of [Antaea](Antaea/Welcome to Antaea). They favor dense canopy where their climbing speed gives them a major advantage and their purple coloring blends with shadow and shade. Rarely seen in open terrain.


BEHAVIOR

The Gangly Mireling is cunning but not intelligent — it uses instinct and terrain rather than strategy. It lurks in the middle canopy, watching with its wide eyes, and drops or swoops in on isolated targets. The Vile Grin ability — a contorted psychic display that induces fear — is its signature opening move, scattering a group before it picks off the stragglers. It prefers a hit-and-retreat pattern, using its extended reach to strike from safety. Injured Mirelings flee immediately, vanishing into the treetops.


THREAT & DEFENSE

Moderately dangerous — the combination of extended reach, fear induction, and blood-spray punishment for close attackers makes it awkward to engage in melee. It regenerates steadily unless fire or sunlight is involved. Groups of adventurers can overpower it, but careless individual encounters often end badly. Its undead variant (see below) is considerably more threatening.


STAT BLOCKS

Gangly Mireling

Large Fey, Chaotic Neutral

Armor Class 13 (natural armor)
Hit Points 52 (7d10 + 14)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 8 (-1) 12 (+1) 7 (-2)

Skills Stealth +4, Perception +3
Damage Resistances poison, psychic
Senses darkvision 60 ft., passive Perception 13
Languages Sylvan, Common (broken)
Challenge 2 (450 XP)

Traits

  • Gangly Limbs: The Mireling's 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 HP and is not in sunlight or exposed to fire.
  • Fey Ancestry: Advantage on saving throws against being charmed; magic cannot put it to sleep.
  • Purple Blood: When the Mireling is struck by a melee attack, the attacker must succeed on a DC 12 Dexterity saving throw or take 1d4 poison damage from the blood spray.

Actions

  • Multiattack: The Mireling makes two claw attacks.
  • Claw: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
  • Vile Grin (Recharge 5–6): All creatures within 15 feet must make a DC 13 Wisdom saving throw. On a failed save, they take 7 (2d6) psychic damage and are frightened until the end of their next turn. On a success, they take half damage and are not frightened.

Undead Mireling

Large Undead, Chaotic Evil

Armor Class 14 (natural armor)
Hit Points 60 (8d10 + 16)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 5 (-3) 10 (+0) 6 (-2)

Saving Throws Con +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
Challenge 3 (700 XP)

Traits

  • Undead Fortitude: If damage reduces it to 0 HP, it must make a Constitution saving throw (DC = 5 + damage taken) unless the damage is radiant or from a critical hit. On a success, it drops to 1 HP instead.
  • Necrotic Blood Spray: When the Mireling takes slashing or piercing damage, creatures within a 5-foot radius must succeed on a DC 13 Constitution saving throw or take 7 (2d6) necrotic damage.
  • Unholy Hunger: The Mireling regains 5 HP at the start of its turn if it has dealt damage to a living creature since its last turn. Does not function in sunlight or when exposed to 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 necrotic shriek. Each creature within 15 feet must make a DC 14 Wisdom saving throw or take 10 (3d6) necrotic damage and be frightened until the end of its next turn. On a success, half damage and not frightened.