Medium plant, neutral evil
Armor Class 17 (natural armor)
Hit Points 76 (8d8 + 40)
Speed 30 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 19 (+4) | 21 (+5) | 25 (+7) | 15 (+2) | 13 (+1) |
Saving Throws Str +6, Con +8, Cha +4
Skills Arcana +10, Deception +7, Medicine +5, Perception +5, Stealth +7
Damage Resistances radiant, cold
Senses blindsight 30 ft., darkvision 240 ft., passive Perception 15
Languages Common, Mi-go, Void Speech
Challenge 5 (1,800 XP)
Special Traits
- Astral Travelers. Mi-go do not require air or heat to survive, only sunlight (and very little of that). They can enter a sporulated form capable of surviving travel through the void and returning to consciousness when conditions are right.
- Sneak Attack (1/Turn). The mi-go does an extra 7 (2d6) damage when it hits a target with a claw attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mi-go that isn’t incapacitated and the mi-go doesn’t have disadvantage on the attack roll.
- Darkling Trait – Alien hypertech. The mi-go are a highly advanced race and may carry items of powerful technology. The Darkling gains expertise in Tinkering and may use this expertise to craft various kinds of technologically impressive items (such as alien guns), often limited by the materials he can get his claws on. The Darkling is considered to always have Expertise with anything he crafts with this ability.
Actions
- Multiattack. The mi-go makes two attacks with its claws.
- Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and the target is grappled (escape DC 13). If both claw attacks strike the same target in a single turn, the target takes an additional 13 (2d12) psychic damage.
Reaction
- Spore Release. When a mi-go dies, it releases its remaining spores. All living creatures within 10 feet take 14 (2d8 + 5) poison damage and become poisoned; a successful DC 16 Constitution saving throw halves the damage and prevents poisoning. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on itself with a success.