Creature profile
| Type | Small undead, unaligned |
|---|---|
| Armor Class | 13 (waterlogged hide) |
| Hit Points | 18 (4d6 + 4) |
| Speed | 25 ft., swim 30 ft. |
| Ability Scores | STR 12 (+1), DEX 14 (+2), CON 12 (+1), INT 3 (-4), WIS 10 (+0), CHA 5 (-3) |
| Saves and Skills | Stealth +4; immune to poison |
| Senses | darkvision 60 ft., passive Perception 10 |
| Languages | understands Common but cannot speak |
| Challenge | 1/2 (100 XP) |
Traits
Amphibious. The mireling breathes air and water. Grave-Light Aversion. It has disadvantage on attacks while within bright light created by a holy symbol or memorial flame.
Actions
Claw. Melee Weapon Attack: +4 to hit; 5 (1d6 + 2) slashing. If the target is standing in water, it must succeed on a DC 12 Strength save or fall prone.
Tactics and roleplaying
Mirelings attack from water, drag down isolated targets, and flee consecrated bright light. They become harmless remains when an erased name is restored nearby.
Game Master guidance
This entry is complete for table use. Apply the listed defenses, actions, and encounter behavior directly. If the creature is used outside its original adventure, preserve its surrender trigger and primary motivation so a social solution remains as usable as combat.