Mirejaw the Cistern Otyugh

large aberration, neutral

D&D 5.5 / SRD 5.2

Challenge 5 (1,800 XP)

Available with DM subscription
STR
18 (+4)
DEX
11
CON
19 (+4)
INT
6 (-2)
WIS
13 (+1)
CHA
6 (-2)

Proficiencies & Senses

Saving Throws constitution
Skills
Stealth +3, Perception +4
Senses
Darkvision (60 ft.)
passive Perception 14

Characteristics

Damage Vulnerabilities
—
Damage Resistances
poison
Damage Immunities
—
Condition Immunities
poisoned
Languages Otyugh (understands Common but cannot speak it)

Traits and Actions

Limited Telepathy

Trait
Telepathy Rule
Mirejaw can magically transmit simple messages and images to any creature within 60 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

Filth-Caked Hide

Trait
Poisoned Condition
Mirejaw is caked in prison slop and hardened filth. It has advantage on saving throws against being poisoned and resistance to poison damage.

Stench

Trait
Poisoned Condition
Any creature that starts its turn within 10 feet of Mirejaw must succeed on a DC 14 Constitution saving throw or have the poisoned condition until the start of its next turn. On a successful save, the creature is immune to this Stench for 24 hours.

Grate Guardian

Trait
Stealth Rule
Squeezing Custom
Mirejaw knows the overflow grate and cistern tunnels intimately. While in or near water or filth, it has advantage on Dexterity (Stealth) checks made to hide, and it can squeeze through openings as if it were one size smaller.

Squeezing. Allows Mirejaw to move through tighter spaces as a smaller creature.

Multiattack

Action
Mirejaw makes two Tentacle attacks and one Bite attack.

Tentacle

Action
Grappled Condition
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage, and if the target is Large or smaller, it has the grappled condition (escape DC 14). Mirejaw can grapple up to two creatures at once.

Bite

Action
Grappled Condition
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage. If the target has the grappled condition from Mirejaw, it takes an extra 7 (2d6) poison damage.

Filth Lash

Action
Dexterity Saving Throw Rule
Mirejaw lashes a filth-covered tentacle in a 15-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 14 (4d6) poison damage on a failed save, or half as much on a successful one. A creature that fails is also coated in filth and has disadvantage on its next attack roll before the end of its next turn.

Slop Gulp

Bonus Action
Hit Points Rule
Mirejaw devours a mouthful of cistern slop and regains 10 (3d6) hit points. This bonus action can be used only if Mirejaw is standing in or adjacent to filth or water.

Grate Slam

Reaction
Prone Condition
When a creature within 10 feet of Mirejaw moves away from it, Mirejaw can use its reaction to slam the overflow grate, forcing that creature to make a DC 14 Strength saving throw. On a failed save, the creature has the prone condition and its speed is 0 until the end of its current turn.

Running the encounter

Combat Behavior

Combat Style

Mirejaw lurks in the filth-choked overflow cistern, using Stench and Filth Lash to soften intruders before grappling them with its tentacles and finishing grappled prey with its Bite. It retreats into the water to heal with Slop Gulp when badly wounded. It fights to the death to protect its grate.

Appearance & presence

Monster Description

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