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Mockmaid D&D Monster/Creature sheet by BooRat

Sexy BBW or Thicc YCH-by GaboComics

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Keywords male 1209240, female 1098836, canine 193901, dragon 151022, human 109537, feral 94690, young 69603, oral 68385, feet 53947, tail 51805, males 43756, straight 42032, fat 39871, bird 38578, m 29346, big 26505, monster 25825, females 25062, pregnant 23780, blood 21426, traditional 21343, tentacles 20617, clothing 19615, shark 18624, water 17279, the 16922, muscles 16677, night 16431, tails 16365, humanoid 16348, death 12570, color 11958, teeth 11906, fire 11839, outside 11711, mother 11576, little 10818, growth 10229, adopt 10022, legs 9846, turtle 9845, original 9823, piercing 9628, armor 9408, underwater 9004, school 9004, spread 8663, colored 8449, ears 7668, open 7417, and 7347, large 7060, shiny 6974, rarity 6947, giant 6927, size 6917, family 6870, sheet 6564, soft 6508, sea 6461, up 6427, jewelry 6403, eyes 6349, of 6288, any 6213, mating 6055, eating 5877, chest 5805, creature 5650, hard 5640, weapon 5620, ink 5539, tribal 5484, restrained 5245, difference 5168, all 5093, dragons 5000, elf 4915, inside 4718, scales 4503, eggs 4465, in 4405, action 4378, flat 4286, body 4278, turtles 4242, on 4139, nature 4111, short 3943, hands 3865, back 3846, long 3711, amphibian 3654, birth 3631, skull 3606, tattoos 3602, a 3494, to 3416, chameleon 3337, dead 3321, whiskers 3313, dnd 3294, is 3266, sexual 3201, head 3107, aquatic 3059, swallow 3033, prey 2970, goblin 2966, new 2854, cloud 2847, nose 2803, cover 2797, skeleton 2792, general 2714, spikes 2696, children 2676, for 2664, full 2640, none 2610, old 2585, arms 2574, weight 2488, looking 2485, other 2477, control 2470, dungeons and dragons 2430, older 2393, down 2264, bite 2258, at 2256, animals 2234, out 2170, gain 2082, reading 2055, regression 2049, off 2016, deep 2014, heavy 1992, time 1976, cold 1962, show 1943, bones 1900, species 1885, power 1837, world 1822, lightning 1791, mind 1787, mixed 1780, colors 1768, infinite 1758, only 1738, miles 1732, birthing 1689, life 1649, change 1642, it 1634, no 1546, electric 1533, look 1521, orc 1520, execution 1514, growing 1508, fins 1482, age 1459, 2 1456, with 1435, swim 1414, challenge 1394, eat 1383, attack 1356, force 1352, weapons 1337, younger 1335, dash 1321, extreme 1293, womb 1255, fly 1184, bigger 1161, mutation 1159, not 1122, by 1106, shell 1101, over 1094, grow 1090, powerful 1071, jump 1069, care 1068, one 1065, form 1055, air 1054, changing 1037, hunting 1035, hiding 1010, thing 995, 3 993, unconscious 984, two 983, this 953, legendary 946, self 940, mates 935, swimsuits 922, used 918, ancient 897, great 896, year 888, rogue 879, poison 867, but 863, acid 860, be 850, pups 842, half 828, sharp 825, class 820, tip 814, fin 813, mate 808, can 806, con 803, like 802, kill 792, dominated 780, technology 769, thinking 767, together 762, from 757, four 754, stand 750, swallowed 744, backside 740, go 740, pirates 737, make 733, speech 721, were 717, may 705, live 704, after 699, or 682, cursed 677, so 666, anything 665, powers 650, dungeons 646, 4 637, that 631, bard 630, robes 627, history 615, member 614, are 611, living 594, dc 586, end 579, lost 568, 1 565, tendril 556, lift 543, normal 541, rest 539, sideways 527, flattened 526, use 520, covered 520, legends 516, travel 512, protection 509, needle 498, made 492, draconic 487, set 482, will 470, organs 465, working 463, lance 461, lizardfolk 458, 18 453, people 453, bikinis 449, object 445, dangerous 440, jaws 427, an 426, land 423, seasonal 419, creatures 418, coral 418, native 414, 5 412, shape 410, suffering 409, peaceful 405, unique 405, feed 395, heads 393, lay 393, release 391, way 390, being 390, more 390, do 381, years 380, point 377, they 375, gods 375, who 367, how 366, get 364, as 358, many 357, some 355, violent 353, maker 349, if 338, different 336, rare 329, fey 328, past 327, mental 324, effect 323, very 322, stealth 317, about 316, too 316, lined 303, saw 299, have 296, kelpie 296, performance 296, survival 291, extraterrestrial 285, through 283, its 279, strength 279, record 278, whole 278, die 276, 6 270, hit 269, starfish 266, whatever 266, weather 265, has 265, merfolk 264, each 260, damage 260, patches 259, upside 254, 10 250, between 248, neutral 245, them 243, getting 243, stinger 242, having 241, submerged 239, away 238, around 238, last 235, mermaids 233, prone 232, partially 229, into 228, attractive 228, shoulder 226, bond 224, wear 221, limbs 220, parasites 219, contact 217, flexibility 215, climate 212, another 211, much 211, halfling 210, torso 205, hour 204, take 202, got 202, crest 200, generation 199, against 196, gaining 196, target 196, sentient 195, reaching 195, own 194, rolls 194, invisible 192, risk 185, intimidation 184, deception 180, true 180, don't 180, primal 179, predators 178, still 178, telepathy 175, comfortable 175, others 172, 14 170, there 169, stingray 166, acting 165, 13 164, next 159, overall 159, even 154, everything 153, wearing 153, ending 152, level 151, either 151, trying 149, dd 149, almost 148, written 144, mothers 143, able 143, clan 141, related 139, effects 136, salt 135, tusk 135, same 133, never 133, left 131, giving 131, reach 131, fresh 130, main 130, houses 129, does 125, seasons 122, stats 122, sirens 121, save 121, those 121, shells 120, hatch 120, smaller 119, throw 119, devour 118, again 117, melee 114, also 114, climb 111, because 111, dex 110, protect 110, 100 109, tips 108, keep 105, times 105, impossible 103, matter 103, grown 103, turn 103, choice 102, flowing 102, based 102, most 102, fully 101, choose 100, 15 100, paralyzed 100, when 99, less 99, intelligence 99, lot 98, length 98, while 97, these 97, their 96, bonus 96, solid 96, flipper 95, could 94, 21 94, psi 93, forms 92, without 92, would 91, monstrous 90, it's 90, turned 90, medium 89, investigation 88, than 87, unusual 87, plus 86, where 85, poisoned 85, born 84, such 84, saving 83, try 82, looking. 82, humanoids 82, stay 82, blinded 81, blown 81, 50 80, possible 77, act 77, 19 77, state 76, larger 76, acrobatics 76, vision 76, membrane 75, points 75, lure 75, always 74, sensory 73, caves 72, must 72, stunned 72, cuttlefish 72, 17 71, above 69, 40 68, start 68, might 67, makes 67, abyssal 67, fused 67, knocked 66, within 66, bodies 66, 23 66, though 66, remains 64, genetic 63, betta 63, limited 62, coated 62, eight 61, wisdom 60, styles 60, bother 60, structure 60, 22 60, hammerhead 59, 5e 59, fleshy 58, area 57, ones 57, electrical 57, breathe 56, ability 56, scarring 55, connection 55, lightening 54, once 54, actually 54, learn 53, turns 52, seashells 51, which 51, grapple 50, enough 50, messages 50, groups 50, leave 50, stronger 49, mostly 49, surface 49, intelligent 48, hours 47, false 46, tribes 45, clans 45, sometimes 45, arranged 45, abilities 44, boats 44, cha 44, gliding 44, possess 43, images 43, government 43, toxin 42, jobs 42, least 42, homebrew 42, believe 41, can't 41, lower 41, waters 41, speeds 40, races 40, common 40, hooked 39, later 39, hatched 39, far 38, nearly 37, voices 37, current 36, every 36, discharge 35, healthy 35, 3rd 34, lives 34, starts 34, slashing 33, glide 33, total 33, doesn't 32, ends 32, speak 32, females. 31, bloodline 31, inch 31, replica 30, mockmaid 30, meaning 30, feature 29, become 29, radiant 28, several 28, barbels 27, easily 27, 2nd 27, backs 27, constricting 27, victims 27, broadsword 26, maturity 25, already 25, extended 25, hits 25, tipped 25, happen 25, stun 24, produce 24, difficult 24, 100% 24, months 24, attacks 24, repeat 23, heavily 23, alphas 23, opposite 23, isn't 22, survive 22, sense 22, called 22, moves 22, appearance 22, 700 22, bring 21, since 21, seems 21, athletics 21, mariner 21, laws 21, nan 20, takes 20, it. 20, known 20, echolocation 20, advantage 20, 000 20, sylvan 19, gives 19, human-like 19, tend 19, volts 19, mistaken 19, loincloths 19, elvish 19, leaders 19, modesty 19, minute 18, + 18, often 18, guarded 18, learned 18, belong 18, allowed 18, varies 18, cannot 18, trait 17, oldest 17, primordial 17, ect. 17, myths 17, extension 17, elders 17, narrow 17, longer 17, keen 17, per 16, becoming 16, perception 16, didn't 16, families 16, digits 16, contort 16, until 16, death. 16, actions 15, mockman 15, nurturing 15, they're 15, brightly 14, morals 14, actual 14, knowing 14, acts 14, direct 14, bio-luminescent 14, eccentric 13, releasing 13, unless 13, ancestors 13, handful 13, usually 13, choosing 13, decorate 13, 68 12, monstrosity 12, seem 12, bulletproof 12, celebrations 12, kilts 12, normally 12, 815 12, transverse 12, outrun 11, birthday. 11, itself 11, periods 11, ft. 11, mutations 11, anywhere 11, individual 11, str 11, protruding 11, checks 11, started 11, languages 11, needing 11, obscured 11, expulsion 11, int 11, prominent 11, attack. 10, esca 10, grappled 10, loosing 10, dies 10, barnacles 10, dimorphism 10, including 10, and/or 10, resemble 10, tails. 10, 200th 10, depending 10, merrow 10, mentally 10, 650 10, vital 10, preform 10, bloodthirsty 10, appear 10, creature. 10, constitution 9, equipped 9, pose. 9, centuries 9, leftover 9, themselves 9, successful 9, keratin 9, rostrum 9, cartilage 9, charges 9, there's 9, lures 9, enable 9, considered 9, them. 9, body. 9, fishermen 9, (but 8, creature's 8, smugglers 8, regenerate 8, cultures 8, mph) 8, lawful 8, believed 8, weapons. 8, locathah 8, spoken 8, permanently 8, cat's 8, insight 8, wombs 8, noticeable 8, water. 8, condition 8, 2) 8, sharks. 8, resembles 8, internally 8, compared 8, lure's 8, piercings. 8, two-handed 7, mockfolk 7, head. 7, throughout 7, immediate 7, enough. 7, physically 7, unhinge 7, birth. 7, fish. 7, they've 7, month. 7, fooled 7, 73 7, strongest 7, 790 7, armors 7, incredibly 7, wing-like 7, catfish-like 7, torsos 7, extend 7, compose 7, chose 7, (the 7, interact 7, species. 7, allow 7, exceptions 7, devolve 7, time. 7, creatures. 7, animals. 7, throws 7, (and 7, 250 7, sahuagin 6, 3-4 6, interactions 6, reserves 6, required 6, 2-3 6, maintain 6, observed 6, encompassing 6, 50% 6, themselves. 6, orcish 6, mannerisms 6, turtle-like 6, sawfish's 6, narwhal's 6, tooth. 6, (17 6, newtons) 6, kilograms 6, (1800 6, pounds) 6, (110 6, kilometers) 6, enough) 6, pound) 6, operational) 6, 80% 6, (only 6, enamel) 6, shape-shift 6, credible 6, (13 6, ft) 6, km/h 6, (430 6, ampullae 6, lorenzini 6, electroreception 6, electroception 6, telepathy/mind 6, relatives. 6, members. 6, (stay 6, safe). 6, mates. 6, occur 6, warlords. 6, descendants. 6, ones. 6, leaps 6, selecting 6, piranhas 6, hatching(s) 5, aquan 5, involve 5, 1. 5, left. 5, well. 5, sessions 5, births 5, oceanus 5, togas 5, "tusk" 5, punishments 5, additional 5, inches) 5, (between 5, sessions. 5, obese. 5, mohawk-like 5, counterparts. 5, composites 5, barb. 5, acceptable 5, fins. 5, pelvic/anal 5, frog-like 5, adapt 5, cephalopoid 5, behalf 5, eel-like 5, water's 5, distances 5, considerable 5, although 5, self-propelled 5, fin. 5, shell. 5, torso's 5, neck-length 5, (12-52) 5, 4-5 5, withhold 5, breast-milk 5, predigested 5, deeds 5, meats. 5, self-subsistent 5, fend 5, body-length 5, communicate 5, surface. 5, ago. 5, sufficient 5, urchins 4, 3) 4, susceptible 4, shot. 4, willingly 4, histories 4, accomplishments 4, bludgeoning 4, succeed 4, regenerate. 4, appearance: 4, bullywug 4, langue 4, (1 4, presumably 4, underwater. 4, action. 4, hasn't 4, array 4, specimens 4, strengthen 4, disadvantage 4, better. 4, (a 4, tempered 4, sand-dollars 3, bacteria. 3, illnesses 3, ferrymen 3, waters. 3, migrate 3, it'd 3, magics. 3, types. 3, wield. 3, species-wide 3, clan. 3, possibilities; 3, lifetime. 3, name. 3, ancestors. 3, parent's 3, legacies. 3, skum 3, race. 3, medallions 3, unthinking 3, ink. 3, surfaces 3, magically 3, transmit 3, mockmaiden 3, meters. 3, subsequent 3, individual. 3, another. 3, 4) 3, mutilations. 3, wis 3, necrotic 3, anymore. 3, religions 3, teeth. 3, kuo-toa 3, deafened 3, suction-cups 3, secretes 3, semi-immortal 3, damage. 3, significant 3, what. 3, victim. 3, requires 3, age. 3, ends. 3, function 3, neural 3, raspy 3, perpetual 3, indefinitely 3, moist. 3, toxic. 3, trenches. 3, adapted 3, harsher 3, guttural. 3, still. 3, swallow. 3, had) 3, smarter 3, effectively 3, forcefully. 3, (especially 3, descendants). 3, world-wide 3, mafias. 3, salvaged 3, shipwrecked. 3, (dead 3, alive) 3, (4d6 2, prone. 2, (2d8 2, (5d6) 2, minute. 2, success. 2, slam. 2, (3d6 2, multiattack/fist.:the 2, 2-4 2, attacks: 2, +9 2, (3d10 2, 6) 2, constrict. 2, (2d10 2, zaratani 2, (escape 2, 16) 2, tentacles/slam.:one 2, paralyzed. 2, slams 2, tritons 2, (2d6 2, mockmaid's 2, turn. 2, stunned. 2, tendril/whiskers. 2, 15). 2, cloud:(recharges 2, rest). 2, 20- 2, foot-radius 2, extends 2, octopus(on 2, mockmaiden's 2, head) 2, disperse 2, nereids 2, attack/gore.:melee 2, (1d8 2, (3d8 2, grappling. 2, (6d6) 2, turns. 2, climb. 2, wastrilith 2, ceilings 2, check. 2, telepathy. 2, morkoths 2, rusalkas 2, telepathically 2, races/species. 2, regeneration. 2, regains 2, 10(-1 2, turn) 2, mating(s) 2, krakens 2, marids 2, shark's 2, "hammer" 2, distinctive 2, acute 2, avoided. 2, virtually 2, impossible.) 2, hags 2, sirines 2, hit: 2, (5d6 2, swipe/sting.:the 2, +7 2, aboleths 2, mockmaidens 2, extensive 2, vodyanoi 2, human-sized 2, well-being. 2, origin. 2, attractive. 2, proven. 2, elder/outer 2, ixitxachitl 2, limited) 2, mythologies 2, races. 2, illicium) 2, false-lure. 2, ixixachitl. 2, actively 2, classes. 2, brands. 2, paladins. 2, "schools" 2, births) 2, "semi-immortal" 2, outnumber 2, regress. 2, lures. 2, territories. 2, beneficial 2, copepods 2, predominately 2, blind. 2, mockmaid/mockmaidens 2, (females 2, mockfolk) 2, class:17 2, points:16d10 2, (158) 2, speed:30 2, (+4) 2, (+1) 2, (0) 2, throws:str 2, +6 2, +4 2, +2 2, +1 2, skills:persuasion 2, +11 2, +13 2, +5 2, animal-handling 2, +8 2, +10 2, vulnerabilities:acid 2, resistances:acid 2, immunities:slashing 2, adorn 2, immunities:blinded 2, languages:deep 2, dwarvish 2, gnomish 2, undercommon 2, challenge:15 2, (13000 2, xp) 2, appearance.:while 2, mud/sand 2, indistinguishable 2, sea-monsters 2, aquatic/sea 2, amphibious.:the 2, hearing. 2, :the 2, (perception) 2, rely 2, frenzy. 2, bite. 2, :melee 2, attack: 2, target. 2, resistances 1, ------------ 1, vulnerabilities 1, https://orcpub2.com/pages/dnd/5e/monsters/mockmaid-mockmaidens-females-of-mockfolk- 1, immunities 1
https://orcpub2.com/pages/dnd/5e/monsters/mockmaid-mock...
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Mockmaid/Mockmaidens (females of Mockfolk)
Large monstrosity, lawful neutral
Armor Class:17
Hit Points:16d10 + 73 (158)
Speed:30 ft., fly 40 ft., swim 50 ft., climb 10 ft.
STR
18 (+4)
DEX
13 (+1)
CON
19 (+4)
INT
10 (0)
WIS
13 (+1)
CHA
18 (+4)
Saving Throws:Str +6, Con +4, Dex 0, Int 0, Wis +2, Cha +1
Skills:Persuasion +11, Investigation +2, Acrobatics +1, Performance +13, Perception +5, Survival +5, Animal-handling +2, Nature +1, Deception +8, Intimidation +10, Athletics +6, Insight NaN, Stealth +10
Damage Vulnerabilities:acid, cold, fire, lightning, necrotic, radiant
Damage Resistances:acid, cold, fire, lightning, necrotic, radiant
Damage Immunities:slashing, poison, piercing, bludgeoning
Condition Immunities:blinded, deafened, stunned, unconscious, invisible
Languages:deep speech, orc, dwarvish, gnomish, sylvan, elvish, abyssal, common, undercommon, primordial, giant, halfling, goblin
Challenge:15 (13000 XP)
False Appearance.:While the Mockmaid remains submerged in water or mud/sand, it is indistinguishable from a normal humanoid, such as a member of the merfolk, sirens, skum, aquatic/sea elf, ect.
Amphibious.:The monster can breathe air and water.
Keen Hearing. :The creature has advantage on Wisdom (Perception) checks that rely on hearing.
Blood Frenzy. :The creature has advantage on melee attack rolls against any creature that doesn't have all its hit points but only underwater.
Actions
Bite. :Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.
Tail Swipe/Sting.:The Mockmaid makes one tail attack. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Slam. :Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
Multiattack/Fist.:The mockmaiden makes 2-4 attacks: one each with its four arms and/or two with a 2 two-handed weapons. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Constrict. :Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the mockmaid isn't already constricting a creature, and the target is restrained until this grapple ends.
Tentacles/slam.:One creature grappled by the Mockmaiden must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The Mockmaid slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the mockmaid's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
Tendril/Whiskers. :Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the Mockmaid can't use the same tendril on another target.
Ink Cloud:(Recharges after a Short or Long Rest). A 20- foot-radius cloud of ink extends all around the octopus(on the back of the Mockmaiden's lure head) if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the creature can use the Dash action as a bonus action.
Legendary Actions
Saw Tusk Attack/Gore.:Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Swallow. :The mockmaid makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the mockmaiden, and it takes 21 (6d6) acid damage at the start of each of the mockmaid's turns. A mockman can have only one creature swallowed at a time.
Amphibian Climb. :The Mockmaid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Creature must keep at least 3 point of contact with a surface to maintain the climb.
Limited Telepathy. :The Mockmaid can magically transmit messages and images to any member of their own species as long as they are related and within 250 feet of it. This form of telepathy doesn't allow the creature to telepathically communicate to other races/species.
Regeneration. :The creature regains 10(-1 DEX each subsequent turn) hit points at the start of its turn. If the creature takes acid, fire, cold, or lightening damage, this trait doesn't function at the start of the Mockmaiden's next turn. The monster dies only if it starts its turn with 0 hit points and doesn't regenerate.

 General Appearance: Sea creatures with a monstrous humanoids body.
They have the head of a hammerhead shark (A hammerhead shark's head is flattened and extended sideways into a "hammer" shape, giving it its name. The unusual and distinctive structure of its head is houses an extensive array of acute sensory organs, not least of which are the shark's eyes and nose, which cannot be easily fooled or avoided. While it may be possible to to outrun a hammerhead, hiding from one is virtually impossible.) with a sawfish's long, narrow, flattened rostrum, or nose extension, lined with sharp transverse teeth, arranged in a way that resembles a saw mixed with a narwhal's large "tusk" from a protruding canine tooth. They've got 4 catfish-like prominent barbels, which resemble a cat's whiskers, 2 body-length ones, and 2 short neck-length ones.
The main torso's chest and back are covered by a sea turtle-like shell. They have 4 arms with flipper like hands with the last 3 digits fused into 1 large flat fin. While they cannot fly in the same way as a bird does, they can make powerful, self-propelled leaps out of water where their long wing-like fins in between their shoulder and their shell enable gliding for considerable distances above the water's surface.
Their most noticeable feature is the half human looking 2nd torso growing out of their lower backs above their eel-like tails. These lure torsos are partially self sentient acting mostly on behalf of the whole creature. The lure doesn't appear fully human as they have patches of scales in the same color as the creature's and the whole backside of their heads are mostly cephalopoid with eight arms and two tentacles, and in the females only a fleshy growth from the lure's head (the esca or illicium) acts as a false-lure.
The 2 torsos are lined up in away that the creature's frog-like legs look like they could belong to either of them depending on how they stand or pose. Between their legs and tail are 2 long pelvic/anal fins.
The long eel-like tail makes up about 50% of the creature's overall length and a 3rd of its weight and is tipped in an almost full replica of a stingray equipped with a working stinger barb. There's a 2nd fin membrane on the tail that is long and flowing and sometimes brightly colored like those of a betta fish.
Like most of the sea life that composites their bodies the species does show sexual dimorphism with the females being up to 2-3 times bigger than their male counterparts. The males also possess a Mohawk-like fin crest on their lure's head. Males also being able to grow more whiskers if they live long enough. Growing a new set for every 100 years of life they have after their 200th birthday. Males have less fat reserves than the females meaning it's incredibly hard for them to become obese. A fat male is such a rarity of the species that when one does become fat they're considered very attractive to the females.
They're "Semi-Immortal", living for an infinite length of time presumably in a perpetual healthy state, unless suffering a violent death.
They protect themselves against predators with the tips of all their fins that are needle sharp and are coated in bacteria. The bard on the tip of their tails secretes a neural toxin that can paralyzed its victims for several hours or permanently depending on the size of the creature and victim. Some older larger specimens gain an electrical discharge that can stun prey up to a 100 meters. Their turtle-like shell effectively makes their chest and backs bulletproof up to anything but a straight shot. And, again they got a sawfish's long, narrow, flattened rostrum, or nose extension, lined with sharp transverse teeth, arranged in a way that resembles a saw mixed with a narwhal's large "tusk" from a protruding canine tooth. Females have additional spikes on their shells as well. The suction-cups on the 2 tentacles on the lure's head are lined with hooked teeth.
They can produce nearly 4,000 psi (17,790 newtons) of bite force, can lift over 815 kilograms (1800 pounds) of dead weight, can swim 68 miles (110 kilometers) per hour, can jump up to 15 times its size, body can release powerful electric charges of up to 650 volts (but only if they grow large enough), keep growing throughout their lives growing up to an inch (and gaining a pound) every year after reaching maturity, can unhinge their jaws and swallow a whole human head (between 22 and 23 inches), some have color changing abilities like a cuttlefish or chameleon, they can regenerate lost limbs (but they never grow back a 100% operational) but not vital organs, a skeleton compose of 80% cartilage giving them extreme flexibility (Only their skull and shell are actually made of keratin and Enamel), also because of their soft skeleton some have learned to contort the muscles in their lures to partially shape-shift them to appear as different races and species, they're bio-luminescent, have in credible night vision, they can glide for 4,000 m (13,000 ft) at speeds of more than 700 km/h (430 mph), have the ampullae of Lorenzini giving them Electroreception or electroception, can preform echolocation in and out of water, in species only telepathy/mind reading and full blown mind control over those in their family that are younger than them. Meaning the older the generation the more power they have over their relatives. The bond is strongest on immediate family members. This ability is believed to be a leftover genetic trait used by their ancestors to force their young to school (stay together and safe).
Their intelligence Varies from individual to individual. Some are born not much more than unthinking animals that will go full feral and some born intelligent enough to learn how to use technology and/or magics.
Primal regression is common with the species either from birth or later in their life some are known to devolve into a feral state loosing their humanoid form (and whatever intelligence they had) and their lures becoming more Bullywug or Sahuagin or Lizardfolk looking. There's another mutation that is rare to happen but can be beneficial and those are males called Alphas that are born larger and more monstrous than even a female 3 times their age. They're also susceptible to most aquatic illnesses that effect fish. Aquatic parasites like copepods and barnacles leave a lot of them predominately blind.
They're often are mistaken for mermaids and other sea-monsters like Aboleths, zaratani, Tritons, Nereids, Merfolk, Kuo-toa, Oceanus dragons, Wastrilith, Morkoths, kelpie, Rusalkas, Dragon turtles, locathah, Krakens, Marids, Sea hags, Sirines, Merrow, vodyanoi, ixitxachitl, or ixixachitl.
They tend to live in underwater caves and trenches. They can survive in different tempered waters and they can live in bother fresh and salt water. They can survive indefinitely outside the water as long as they can keep moist. But, they are more acceptable to cold and fire damage outside the water.
Any form of climate change has very little if any effect on them as they can survive anywhere as long as the water hasn't become toxic.
They've adapted many cultures they've observed from their humanoid prey including but not limited to Dwarvish, Elvish, Aquan, Draconic, Gnomish, Orcish, Fey, ect. Some will decorate their bodies with tattoos, tribal scarring, and piercings. They can speak any human langue with most choosing to speak it through their lures as their actual voices tend to be harsher on the ears of most land based creatures. Either very deep, raspy, or guttural. Their native langue is impossible to speak out of the water and is mostly only spoken by the elders of the species still.
The males have head crest that they show off on their lures. The more unique the male is compared to the others the more attractive they are to the females. Weather it's their weight, colors, or mannerisms the more different they seem the better. Because of this a lot of males will adorn themselves with shiny object and cover themselves in tattoos and piercings. And, some knowing that they can die if they mate will do the opposite and try to make themselves less attractive.
Females normally choose their mates but most the time they are arranged mating(s) by their elders to strengthen their bloodline or gain more hunting territories.
They're mostly female dominated species as they're the larger stronger of the species even though males outnumber them 5 to 1. They are prone to sometimes eat their mates after long mating sessions. But, there are exceptions to everything and the rare male mutations known as Alphas do sometimes occur (1 in every 10,000 births), but they don't tend to become thinking leaders but more of bloodthirsty warlords.
They tend to travel together in groups called "schools" but are known for some to go rogue willingly or forcefully.
The oldest are the leaders no matter what. They tend to have no choice as the older they become the stronger they become physically and mentally (especially over their children and direct descendants). There is no world-wide encompassing government for the species but many clans, tribes, families, and mafias.
Some do wear clothing to show some modesty when around other species that have such morals by wearing robes, loincloths, kilts, togas, swimsuits, bikinis, ect. They do wear jewelry salvaged from shipwrecked. And, other sea life (dead and alive) such as starfish, sand-dollars, seashells, turtle shells, coral, sea urchins, shark teeth, and bones of different animals. They don't wear armor very often unless they chose a class that requires it like Paladins.
Some do wear medallions and jewelry for their different religions and some even getting tattoos and brands. If required some will wear robes or the armors of their classes. They no longer actively have their own original religions anymore. They mostly adopt or adapt to those of other races. They do believe or spread some of their own mythologies about themselves to other species.
They have their own myths and legends like (but not limited) to they're the true original people and that they were turned into their monstrosity forms when the Elder/Outer Gods cursed them to make way for other races. None of this can be proven. The species actually seems to be younger than most of the main races. They might be extraterrestrial in origin.
Most of don't have jobs in the traditional sense as they're mostly a self sufficient race. But, most that do interact with other races usually take on Mariner jobs such as fishermen, ferrymen, smugglers, pirates, or acting as protection for boats in dangerous waters. They will take on jobs that bring them far from the waters but at great risk of their own well-being.
They do have some seasonal celebrations for the changing of the seasons as they will migrate to more comfortable waters.
Any clothing or armor made by them are unique as it'd be made for their eccentric body types. Also, any weapons made by them tend to be too big and heavy for a human to wield. A two-handed broadsword for one of them would be like a lance to a human-sized race.
They have not many species-wide laws any more since they allowed themselves to become a known open species to the rest of the world centuries ago. They do have family clan laws that are different from clan to clan. The punishments are usually 1 of 3 possibilities; expulsion, execution, or mutilations.
They have mating periods every month. With the females selecting a new mate each time normally because after hours long mating sessions the females will eat their mates. Once pregnant the females can either lay several (12-52) eggs within 4-5 months or if they've grown large enough some female will withhold their eggs inside their wombs where they will hatch internally and the pups will stay in there for another 3-4 months where they will devour one another until their mother gives live birth.
The young the are hatched from eggs are guarded by their mothers who will feed them breast-milk and predigested meats. But, even with this nurturing they will still kill and eat each other until there's only a handful left.
The ones that are live births are usually self-subsistent by the time they leave the womb and are left to fend for themselves. The difference between the 2 birthing styles is the hatching(s) act more like a school of piranhas and the live births are more like sharks.
They keep growing as they age getting bigger and stronger, and their mental powers grow over their descendants. They're effectively semi-immortal meaning they do not die of old age, so there is no such thing as a peaceful death for their species.

There is very little known of their ancient past as they didn't keep a written record of their history until they started having more interactions with other species that didn't involve them eating one another. They tend to only keep oral histories and those only extend to their own lifetime. They don't seem to care much for the deeds and accomplishments of their ancestors. Because of the genetic mental connection and control over their young the young are always trying to get away from their parent's legacies.
Some have become more human-like and are getting smarter while others of their species seem to regress.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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by BooRat
Kongie Hears Ya!!
Sexy BBW or Thicc YCH-by GaboComics
+2
Kongie Hears Ya!!
PackRattronus Primal by Josh Diffey darthcestual New Submission
+2
Show 2 More Pools...
My Little Mockmare
+3
Sexy BBW or Thicc YCH-by GaboComics
+2
My Little Mockmare
+3
New PackRat on Killpie sketch Fiverr by darthcestual
+3
https://orcpub2.com/pages/dnd/5e/monsters/mockmaid-mock...
------------
http://www.furaffinity.net/view/32124843/
Mockmaid/Mockmaidens (females of Mockfolk)
Large monstrosity, lawful neutral
Armor Class:17
Hit Points:16d10 + 73 (158)
Speed:30 ft., fly 40 ft., swim 50 ft., climb 10 ft.
STR
18 (+4)
DEX
13 (+1)
CON
19 (+4)
INT
10 (0)
WIS
13 (+1)
CHA
18 (+4)
Saving Throws:Str +6, Con +4, Dex 0, Int 0, Wis +2, Cha +1
Skills:Persuasion +11, Investigation +2, Acrobatics +1, Performance +13, Perception +5, Survival +5, Animal-handling +2, Nature +1, Deception +8, Intimidation +10, Athletics +6, Insight NaN, Stealth +10
Damage Vulnerabilities:acid, cold, fire, lightning, necrotic, radiant
Damage Resistances:acid, cold, fire, lightning, necrotic, radiant
Damage Immunities:slashing, poison, piercing, bludgeoning
Condition Immunities:blinded, deafened, stunned, unconscious, invisible
Languages:deep speech, orc, dwarvish, gnomish, sylvan, elvish, abyssal, common, undercommon, primordial, giant, halfling, goblin
Challenge:15 (13000 XP)
False Appearance.:While the Mockmaid remains submerged in water or mud/sand, it is indistinguishable from a normal humanoid, such as a member of the merfolk, sirens, skum, aquatic/sea elf, ect.
Amphibious.:The monster can breathe air and water.
Keen Hearing. :The creature has advantage on Wisdom (Perception) checks that rely on hearing.
Blood Frenzy. :The creature has advantage on melee attack rolls against any creature that doesn't have all its hit points but only underwater.
Actions
Bite. :Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.
Tail Swipe/Sting.:The Mockmaid makes one tail attack. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Slam. :Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
Multiattack/Fist.:The mockmaiden makes 2-4 attacks: one each with its four arms and/or two with a 2 two-handed weapons. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Constrict. :Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the mockmaid isn't already constricting a creature, and the target is restrained until this grapple ends.
Tentacles/slam.:One creature grappled by the Mockmaiden must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The Mockmaid slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the mockmaid's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
Tendril/Whiskers. :Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the Mockmaid can't use the same tendril on another target.
Ink Cloud:(Recharges after a Short or Long Rest). A 20- foot-radius cloud of ink extends all around the octopus(on the back of the Mockmaiden's lure head) if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the creature can use the Dash action as a bonus action.
Legendary Actions
Saw Tusk Attack/Gore.:Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Swallow. :The mockmaid makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the mockmaiden, and it takes 21 (6d6) acid damage at the start of each of the mockmaid's turns. A mockman can have only one creature swallowed at a time.
Amphibian Climb. :The Mockmaid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Creature must keep at least 3 point of contact with a surface to maintain the climb.
Limited Telepathy. :The Mockmaid can magically transmit messages and images to any member of their own species as long as they are related and within 250 feet of it. This form of telepathy doesn't allow the creature to telepathically communicate to other races/species.
Regeneration. :The creature regains 10(-1 DEX each subsequent turn) hit points at the start of its turn. If the creature takes acid, fire, cold, or lightening damage, this trait doesn't function at the start of the Mockmaiden's next turn. The monster dies only if it starts its turn with 0 hit points and doesn't regenerate.

 General Appearance: Sea creatures with a monstrous humanoids body.
They have the head of a hammerhead shark (A hammerhead shark's head is flattened and extended sideways into a "hammer" shape, giving it its name. The unusual and distinctive structure of its head is houses an extensive array of acute sensory organs, not least of which are the shark's eyes and nose, which cannot be easily fooled or avoided. While it may be possible to to outrun a hammerhead, hiding from one is virtually impossible.) with a sawfish's long, narrow, flattened rostrum, or nose extension, lined with sharp transverse teeth, arranged in a way that resembles a saw mixed with a narwhal's large "tusk" from a protruding canine tooth. They've got 4 catfish-like prominent barbels, which resemble a cat's whiskers, 2 body-length ones, and 2 short neck-length ones.
The main torso's chest and back are covered by a sea turtle-like shell. They have 4 arms with flipper like hands with the last 3 digits fused into 1 large flat fin. While they cannot fly in the same way as a bird does, they can make powerful, self-propelled leaps out of water where their long wing-like fins in between their shoulder and their shell enable gliding for considerable distances above the water's surface.
Their most noticeable feature is the half human looking 2nd torso growing out of their lower backs above their eel-like tails. These lure torsos are partially self sentient acting mostly on behalf of the whole creature. The lure doesn't appear fully human as they have patches of scales in the same color as the creature's and the whole backside of their heads are mostly cephalopoid with eight arms and two tentacles, and in the females only a fleshy growth from the lure's head (the esca or illicium) acts as a false-lure.
The 2 torsos are lined up in away that the creature's frog-like legs look like they could belong to either of them depending on how they stand or pose. Between their legs and tail are 2 long pelvic/anal fins.
The long eel-like tail makes up about 50% of the creature's overall length and a 3rd of its weight and is tipped in an almost full replica of a stingray equipped with a working stinger barb. There's a 2nd fin membrane on the tail that is long and flowing and sometimes brightly colored like those of a betta fish.
Like most of the sea life that composites their bodies the species does show sexual dimorphism with the females being up to 2-3 times bigger than their male counterparts. The males also possess a Mohawk-like fin crest on their lure's head. Males also being able to grow more whiskers if they live long enough. Growing a new set for every 100 years of life they have after their 200th birthday. Males have less fat reserves than the females meaning it's incredibly hard for them to become obese. A fat male is such a rarity of the species that when one does become fat they're considered very attractive to the females.
They're "Semi-Immortal", living for an infinite length of time presumably in a perpetual healthy state, unless suffering a violent death.
They protect themselves against predators with the tips of all their fins that are needle sharp and are coated in bacteria. The bard on the tip of their tails secretes a neural toxin that can paralyzed its victims for several hours or permanently depending on the size of the creature and victim. Some older larger specimens gain an electrical discharge that can stun prey up to a 100 meters. Their turtle-like shell effectively makes their chest and backs bulletproof up to anything but a straight shot. And, again they got a sawfish's long, narrow, flattened rostrum, or nose extension, lined with sharp transverse teeth, arranged in a way that resembles a saw mixed with a narwhal's large "tusk" from a protruding canine tooth. Females have additional spikes on their shells as well. The suction-cups on the 2 tentacles on the lure's head are lined with hooked teeth.
They can produce nearly 4,000 psi (17,790 newtons) of bite force, can lift over 815 kilograms (1800 pounds) of dead weight, can swim 68 miles (110 kilometers) per hour, can jump up to 15 times its size, body can release powerful electric charges of up to 650 volts (but only if they grow large enough), keep growing throughout their lives growing up to an inch (and gaining a pound) every year after reaching maturity, can unhinge their jaws and swallow a whole human head (between 22 and 23 inches), some have color changing abilities like a cuttlefish or chameleon, they can regenerate lost limbs (but they never grow back a 100% operational) but not vital organs, a skeleton compose of 80% cartilage giving them extreme flexibility (Only their skull and shell are actually made of keratin and Enamel), also because of their soft skeleton some have learned to contort the muscles in their lures to partially shape-shift them to appear as different races and species, they're bio-luminescent, have in credible night vision, they can glide for 4,000 m (13,000 ft) at speeds of more than 700 km/h (430 mph), have the ampullae of Lorenzini giving them Electroreception or electroception, can preform echolocation in and out of water, in species only telepathy/mind reading and full blown mind control over those in their family that are younger than them. Meaning the older the generation the more power they have over their relatives. The bond is strongest on immediate family members. This ability is believed to be a leftover genetic trait used by their ancestors to force their young to school (stay together and safe).
Their intelligence Varies from individual to individual. Some are born not much more than unthinking animals that will go full feral and some born intelligent enough to learn how to use technology and/or magics.
Primal regression is common with the species either from birth or later in their life some are known to devolve into a feral state loosing their humanoid form (and whatever intelligence they had) and their lures becoming more Bullywug or Sahuagin or Lizardfolk looking. There's another mutation that is rare to happen but can be beneficial and those are males called Alphas that are born larger and more monstrous than even a female 3 times their age. They're also susceptible to most aquatic illnesses that effect fish. Aquatic parasites like copepods and barnacles leave a lot of them predominately blind.
They're often are mistaken for mermaids and other sea-monsters like Aboleths, zaratani, Tritons, Nereids, Merfolk, Kuo-toa, Oceanus dragons, Wastrilith, Morkoths, kelpie, Rusalkas, Dragon turtles, locathah, Krakens, Marids, Sea hags, Sirines, Merrow, vodyanoi, ixitxachitl, or ixixachitl.
They tend to live in underwater caves and trenches. They can survive in different tempered waters and they can live in bother fresh and salt water. They can survive indefinitely outside the water as long as they can keep moist. But, they are more acceptable to cold and fire damage outside the water.
Any form of climate change has very little if any effect on them as they can survive anywhere as long as the water hasn't become toxic.
They've adapted many cultures they've observed from their humanoid prey including but not limited to Dwarvish, Elvish, Aquan, Draconic, Gnomish, Orcish, Fey, ect. Some will decorate their bodies with tattoos, tribal scarring, and piercings. They can speak any human langue with most choosing to speak it through their lures as their actual voices tend to be harsher on the ears of most land based creatures. Either very deep, raspy, or guttural. Their native langue is impossible to speak out of the water and is mostly only spoken by the elders of the species still.
The males have head crest that they show off on their lures. The more unique the male is compared to the others the more attractive they are to the females. Weather it's their weight, colors, or mannerisms the more different they seem the better. Because of this a lot of males will adorn themselves with shiny object and cover themselves in tattoos and piercings. And, some knowing that they can die if they mate will do the opposite and try to make themselves less attractive.
Females normally choose their mates but most the time they are arranged mating(s) by their elders to strengthen their bloodline or gain more hunting territories.
They're mostly female dominated species as they're the larger stronger of the species even though males outnumber them 5 to 1. They are prone to sometimes eat their mates after long mating sessions. But, there are exceptions to everything and the rare male mutations known as Alphas do sometimes occur (1 in every 10,000 births), but they don't tend to become thinking leaders but more of bloodthirsty warlords.
They tend to travel together in groups called "schools" but are known for some to go rogue willingly or forcefully.
The oldest are the leaders no matter what. They tend to have no choice as the older they become the stronger they become physically and mentally (especially over their children and direct descendants). There is no world-wide encompassing government for the species but many clans, tribes, families, and mafias.
Some do wear clothing to show some modesty when around other species that have such morals by wearing robes, loincloths, kilts, togas, swimsuits, bikinis, ect. They do wear jewelry salvaged from shipwrecked. And, other sea life (dead and alive) such as starfish, sand-dollars, seashells, turtle shells, coral, sea urchins, shark teeth, and bones of different animals. They don't wear armor very often unless they chose a class that requires it like Paladins.
Some do wear medallions and jewelry for their different religions and some even getting tattoos and brands. If required some will wear robes or the armors of their classes. They no longer actively have their own original religions anymore. They mostly adopt or adapt to those of other races. They do believe or spread some of their own mythologies about themselves to other species.
They have their own myths and legends like (but not limited) to they're the true original people and that they were turned into their monstrosity forms when the Elder/Outer Gods cursed them to make way for other races. None of this can be proven. The species actually seems to be younger than most of the main races. They might be extraterrestrial in origin.
Most of don't have jobs in the traditional sense as they're mostly a self sufficient race. But, most that do interact with other races usually take on Mariner jobs such as fishermen, ferrymen, smugglers, pirates, or acting as protection for boats in dangerous waters. They will take on jobs that bring them far from the waters but at great risk of their own well-being.
They do have some seasonal celebrations for the changing of the seasons as they will migrate to more comfortable waters.
Any clothing or armor made by them are unique as it'd be made for their eccentric body types. Also, any weapons made by them tend to be too big and heavy for a human to wield. A two-handed broadsword for one of them would be like a lance to a human-sized race.
They have not many species-wide laws any more since they allowed themselves to become a known open species to the rest of the world centuries ago. They do have family clan laws that are different from clan to clan. The punishments are usually 1 of 3 possibilities; expulsion, execution, or mutilations.
They have mating periods every month. With the females selecting a new mate each time normally because after hours long mating sessions the females will eat their mates. Once pregnant the females can either lay several (12-52) eggs within 4-5 months or if they've grown large enough some female will withhold their eggs inside their wombs where they will hatch internally and the pups will stay in there for another 3-4 months where they will devour one another until their mother gives live birth.
The young the are hatched from eggs are guarded by their mothers who will feed them breast-milk and predigested meats. But, even with this nurturing they will still kill and eat each other until there's only a handful left.
The ones that are live births are usually self-subsistent by the time they leave the womb and are left to fend for themselves. The difference between the 2 birthing styles is the hatching(s) act more like a school of piranhas and the live births are more like sharks.
They keep growing as they age getting bigger and stronger, and their mental powers grow over their descendants. They're effectively semi-immortal meaning they do not die of old age, so there is no such thing as a peaceful death for their species.

There is very little known of their ancient past as they didn't keep a written record of their history until they started having more interactions with other species that didn't involve them eating one another. They tend to only keep oral histories and those only extend to their own lifetime. They don't seem to care much for the deeds and accomplishments of their ancestors. Because of the genetic mental connection and control over their young the young are always trying to get away from their parent's legacies.
Some have become more human-like and are getting smarter while others of their species seem to regress.

Keywords
male 1,209,240, female 1,098,836, canine 193,901, dragon 151,022, human 109,537, feral 94,690, young 69,603, oral 68,385, feet 53,947, tail 51,805, males 43,756, straight 42,032, fat 39,871, bird 38,578, m 29,346, big 26,505, monster 25,825, females 25,062, pregnant 23,780, blood 21,426, traditional 21,343, tentacles 20,617, clothing 19,615, shark 18,624, water 17,279, the 16,922, muscles 16,677, night 16,431, tails 16,365, humanoid 16,348, death 12,570, color 11,958, teeth 11,906, fire 11,839, outside 11,711, mother 11,576, little 10,818, growth 10,229, adopt 10,022, legs 9,846, turtle 9,845, original 9,823, piercing 9,628, armor 9,408, underwater 9,004, school 9,004, spread 8,663, colored 8,449, ears 7,668, open 7,417, and 7,347, large 7,060, shiny 6,974, rarity 6,947, giant 6,927, size 6,917, family 6,870, sheet 6,564, soft 6,508, sea 6,461, up 6,427, jewelry 6,403, eyes 6,349, of 6,288, any 6,213, mating 6,055, eating 5,877, chest 5,805, creature 5,650, hard 5,640, weapon 5,620, ink 5,539, tribal 5,484, restrained 5,245, difference 5,168, all 5,093, dragons 5,000, elf 4,915, inside 4,718, scales 4,503, eggs 4,465, in 4,405, action 4,378, flat 4,286, body 4,278, turtles 4,242, on 4,139, nature 4,111, short 3,943, hands 3,865, back 3,846, long 3,711, amphibian 3,654, birth 3,631, skull 3,606, tattoos 3,602, a 3,494, to 3,416, chameleon 3,337, dead 3,321, whiskers 3,313, dnd 3,294, is 3,266, sexual 3,201, head 3,107, aquatic 3,059, swallow 3,033, prey 2,970, goblin 2,966, new 2,854, cloud 2,847, nose 2,803, cover 2,797, skeleton 2,792, general 2,714, spikes 2,696, children 2,676, for 2,664, full 2,640, none 2,610, old 2,585, arms 2,574, weight 2,488, looking 2,485, other 2,477, control 2,470, dungeons and dragons 2,430, older 2,393, down 2,264, bite 2,258, at 2,256, animals 2,234, out 2,170, gain 2,082, reading 2,055, regression 2,049, off 2,016, deep 2,014, heavy 1,992, time 1,976, cold 1,962, show 1,943, bones 1,900, species 1,885, power 1,837, world 1,822, 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757, four 754, stand 750, swallowed 744, backside 740, go 740, pirates 737, make 733, speech 721, were 717, may 705, live 704, after 699, or 682, cursed 677, so 666, anything 665, powers 650, dungeons 646, 4 637, that 631, bard 630, robes 627, history 615, member 614, are 611, living 594, dc 586, end 579, lost 568, 1 565, tendril 556, lift 543, normal 541, rest 539, sideways 527, flattened 526, use 520, covered 520, legends 516, travel 512, protection 509, needle 498, made 492, draconic 487, set 482, will 470, organs 465, working 463, lance 461, lizardfolk 458, 18 453, people 453, bikinis 449, object 445, dangerous 440, jaws 427, an 426, land 423, seasonal 419, creatures 418, coral 418, native 414, 5 412, shape 410, suffering 409, peaceful 405, unique 405, feed 395, heads 393, lay 393, release 391, way 390, being 390, more 390, do 381, years 380, point 377, they 375, gods 375, who 367, how 366, get 364, as 358, many 357, some 355, violent 353, maker 349, if 338, different 336, rare 329, fey 328, past 327, mental 324, effect 323, very 322, stealth 317, about 316, too 316, lined 303, saw 299, have 296, kelpie 296, performance 296, survival 291, extraterrestrial 285, through 283, its 279, strength 279, record 278, whole 278, die 276, 6 270, hit 269, starfish 266, whatever 266, weather 265, has 265, merfolk 264, each 260, damage 260, patches 259, upside 254, 10 250, between 248, neutral 245, them 243, getting 243, stinger 242, having 241, submerged 239, away 238, around 238, last 235, mermaids 233, prone 232, partially 229, into 228, attractive 228, shoulder 226, bond 224, wear 221, limbs 220, parasites 219, contact 217, flexibility 215, climate 212, another 211, much 211, halfling 210, torso 205, hour 204, take 202, got 202, crest 200, generation 199, against 196, gaining 196, target 196, sentient 195, reaching 195, own 194, rolls 194, invisible 192, risk 185, intimidation 184, deception 180, true 180, don't 180, primal 179, predators 178, still 178, telepathy 175, comfortable 175, others 172, 14 170, there 169, stingray 166, acting 165, 13 164, next 159, overall 159, even 154, everything 153, wearing 153, ending 152, level 151, either 151, trying 149, dd 149, almost 148, written 144, mothers 143, able 143, clan 141, related 139, effects 136, salt 135, tusk 135, same 133, never 133, left 131, giving 131, reach 131, fresh 130, main 130, houses 129, does 125, seasons 122, stats 122, sirens 121, save 121, those 121, shells 120, hatch 120, smaller 119, throw 119, devour 118, again 117, melee 114, also 114, climb 111, because 111, dex 110, protect 110, 100 109, tips 108, keep 105, times 105, impossible 103, matter 103, grown 103, turn 103, choice 102, flowing 102, based 102, most 102, fully 101, choose 100, 15 100, paralyzed 100, when 99, less 99, intelligence 99, lot 98, length 98, while 97, these 97, their 96, bonus 96, solid 96, flipper 95, could 94, 21 94, psi 93, forms 92, without 92, would 91, monstrous 90, it's 90, turned 90, medium 89, 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cha 44, gliding 44, possess 43, images 43, government 43, toxin 42, jobs 42, least 42, homebrew 42, believe 41, can't 41, lower 41, waters 41, speeds 40, races 40, common 40, hooked 39, later 39, hatched 39, far 38, nearly 37, voices 37, current 36, every 36, discharge 35, healthy 35, 3rd 34, lives 34, starts 34, slashing 33, glide 33, total 33, doesn't 32, ends 32, speak 32, females. 31, bloodline 31, inch 31, replica 30, mockmaid 30, meaning 30, feature 29, become 29, radiant 28, several 28, barbels 27, easily 27, 2nd 27, backs 27, constricting 27, victims 27, broadsword 26, maturity 25, already 25, extended 25, hits 25, tipped 25, happen 25, stun 24, produce 24, difficult 24, 100% 24, months 24, attacks 24, repeat 23, heavily 23, alphas 23, opposite 23, isn't 22, survive 22, sense 22, called 22, moves 22, appearance 22, 700 22, bring 21, since 21, seems 21, athletics 21, mariner 21, laws 21, nan 20, takes 20, it. 20, known 20, echolocation 20, advantage 20, 000 20, sylvan 19, gives 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10, grappled 10, loosing 10, dies 10, barnacles 10, dimorphism 10, including 10, and/or 10, resemble 10, tails. 10, 200th 10, depending 10, merrow 10, mentally 10, 650 10, vital 10, preform 10, bloodthirsty 10, appear 10, creature. 10, constitution 9, equipped 9, pose. 9, centuries 9, leftover 9, themselves 9, successful 9, keratin 9, rostrum 9, cartilage 9, charges 9, there's 9, lures 9, enable 9, considered 9, them. 9, body. 9, fishermen 9, (but 8, creature's 8, smugglers 8, regenerate 8, cultures 8, mph) 8, lawful 8, believed 8, weapons. 8, locathah 8, spoken 8, permanently 8, cat's 8, insight 8, wombs 8, noticeable 8, water. 8, condition 8, 2) 8, sharks. 8, resembles 8, internally 8, compared 8, lure's 8, piercings. 8, two-handed 7, mockfolk 7, head. 7, throughout 7, immediate 7, enough. 7, physically 7, unhinge 7, birth. 7, fish. 7, they've 7, month. 7, fooled 7, 73 7, strongest 7, 790 7, armors 7, incredibly 7, wing-like 7, catfish-like 7, torsos 7, extend 7, compose 7, chose 7, (the 7, interact 7, species. 7, allow 7, exceptions 7, devolve 7, time. 7, creatures. 7, animals. 7, throws 7, (and 7, 250 7, sahuagin 6, 3-4 6, interactions 6, reserves 6, required 6, 2-3 6, maintain 6, observed 6, encompassing 6, 50% 6, themselves. 6, orcish 6, mannerisms 6, turtle-like 6, sawfish's 6, narwhal's 6, tooth. 6, (17 6, newtons) 6, kilograms 6, (1800 6, pounds) 6, (110 6, kilometers) 6, enough) 6, pound) 6, operational) 6, 80% 6, (only 6, enamel) 6, shape-shift 6, credible 6, (13 6, ft) 6, km/h 6, (430 6, ampullae 6, lorenzini 6, electroreception 6, electroception 6, telepathy/mind 6, relatives. 6, members. 6, (stay 6, safe). 6, mates. 6, occur 6, warlords. 6, descendants. 6, ones. 6, leaps 6, selecting 6, piranhas 6, hatching(s) 5, aquan 5, involve 5, 1. 5, left. 5, well. 5, sessions 5, births 5, oceanus 5, togas 5, "tusk" 5, punishments 5, additional 5, inches) 5, (between 5, sessions. 5, obese. 5, mohawk-like 5, counterparts. 5, composites 5, barb. 5, acceptable 5, fins. 5, pelvic/anal 5, frog-like 5, adapt 5, cephalopoid 5, behalf 5, eel-like 5, water's 5, distances 5, considerable 5, although 5, self-propelled 5, fin. 5, shell. 5, torso's 5, neck-length 5, (12-52) 5, 4-5 5, withhold 5, breast-milk 5, predigested 5, deeds 5, meats. 5, self-subsistent 5, fend 5, body-length 5, communicate 5, surface. 5, ago. 5, sufficient 5, urchins 4, 3) 4, susceptible 4, shot. 4, willingly 4, histories 4, accomplishments 4, bludgeoning 4, succeed 4, regenerate. 4, appearance: 4, bullywug 4, langue 4, (1 4, presumably 4, underwater. 4, action. 4, hasn't 4, array 4, specimens 4, strengthen 4, disadvantage 4, better. 4, (a 4, tempered 4, sand-dollars 3, bacteria. 3, illnesses 3, ferrymen 3, waters. 3, migrate 3, it'd 3, magics. 3, types. 3, wield. 3, species-wide 3, clan. 3, possibilities; 3, lifetime. 3, name. 3, ancestors. 3, parent's 3, legacies. 3, skum 3, race. 3, medallions 3, unthinking 3, ink. 3, surfaces 3, magically 3, transmit 3, mockmaiden 3, meters. 3, subsequent 3, individual. 3, another. 3, 4) 3, mutilations. 3, wis 3, necrotic 3, anymore. 3, religions 3, teeth. 3, kuo-toa 3, deafened 3, suction-cups 3, secretes 3, semi-immortal 3, damage. 3, significant 3, what. 3, victim. 3, requires 3, age. 3, ends. 3, function 3, neural 3, raspy 3, perpetual 3, indefinitely 3, moist. 3, toxic. 3, trenches. 3, adapted 3, harsher 3, guttural. 3, still. 3, swallow. 3, had) 3, smarter 3, effectively 3, forcefully. 3, (especially 3, descendants). 3, world-wide 3, mafias. 3, salvaged 3, shipwrecked. 3, (dead 3, alive) 3, (4d6 2, prone. 2, (2d8 2, (5d6) 2, minute. 2, success. 2, slam. 2, (3d6 2, multiattack/fist.:the 2, 2-4 2, attacks: 2, +9 2, (3d10 2, 6) 2, constrict. 2, (2d10 2, zaratani 2, (escape 2, 16) 2, tentacles/slam.:one 2, paralyzed. 2, slams 2, tritons 2, (2d6 2, mockmaid's 2, turn. 2, stunned. 2, tendril/whiskers. 2, 15). 2, cloud:(recharges 2, rest). 2, 20- 2, foot-radius 2, extends 2, octopus(on 2, mockmaiden's 2, head) 2, disperse 2, nereids 2, attack/gore.:melee 2, (1d8 2, (3d8 2, grappling. 2, (6d6) 2, turns. 2, climb. 2, wastrilith 2, ceilings 2, check. 2, telepathy. 2, morkoths 2, rusalkas 2, telepathically 2, races/species. 2, regeneration. 2, regains 2, 10(-1 2, turn) 2, mating(s) 2, krakens 2, marids 2, shark's 2, "hammer" 2, distinctive 2, acute 2, avoided. 2, virtually 2, impossible.) 2, hags 2, sirines 2, hit: 2, (5d6 2, swipe/sting.:the 2, +7 2, aboleths 2, mockmaidens 2, extensive 2, vodyanoi 2, human-sized 2, well-being. 2, origin. 2, attractive. 2, proven. 2, elder/outer 2, ixitxachitl 2, limited) 2, mythologies 2, races. 2, illicium) 2, false-lure. 2, ixixachitl. 2, actively 2, classes. 2, brands. 2, paladins. 2, "schools" 2, births) 2, "semi-immortal" 2, outnumber 2, regress. 2, lures. 2, territories. 2, beneficial 2, copepods 2, predominately 2, blind. 2, mockmaid/mockmaidens 2, (females 2, mockfolk) 2, class:17 2, points:16d10 2, (158) 2, speed:30 2, (+4) 2, (+1) 2, (0) 2, throws:str 2, +6 2, +4 2, +2 2, +1 2, skills:persuasion 2, +11 2, +13 2, +5 2, animal-handling 2, +8 2, +10 2, vulnerabilities:acid 2, resistances:acid 2, immunities:slashing 2, adorn 2, immunities:blinded 2, languages:deep 2, dwarvish 2, gnomish 2, undercommon 2, challenge:15 2, (13000 2, xp) 2, appearance.:while 2, mud/sand 2, indistinguishable 2, sea-monsters 2, aquatic/sea 2, amphibious.:the 2, hearing. 2, :the 2, (perception) 2, rely 2, frenzy. 2, bite. 2, :melee 2, attack: 2, target. 2, resistances 1, ------------ 1, vulnerabilities 1, https://orcpub2.com/pages/dnd/5e/monsters/mockmaid-mockmaidens-females-of-mockfolk- 1, immunities 1
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Published: 5 years, 11 months ago
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Makareno
5 years, 11 months ago
What the fuck...
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