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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 1244086, female 1129599, canine 201467, dragon 155153, human 112110, feral 99375, young 74146, oral 70348, feet 57015, tail 55436, males 44873, straight 42945, fat 41408, bird 39731, m 30260, big 27031, monster 26738, females 25532, pregnant 24588, blood 22363, traditional 21536, tentacles 21009, clothing 20699, shark 19187, water 17840, humanoid 17320, night 17164, the 17085, muscles 17014, tails 16806, death 13146, teeth 12945, outside 12502, fire 12158, color 11948, mother 11940, little 10923, adopt 10762, growth 10510, legs 10368, piercing 10074, original 10070, turtle 10030, armor 9665, school 9425, underwater 9251, spread 8793, colored 8606, ears 8039, open 7693, and 7455, large 7268, shiny 7202, giant 7178, size 7086, family 7065, rarity 7061, soft 6792, jewelry 6790, sea 6694, sheet 6674, eyes 6672, up 6534, of 6354, any 6267, mating 6174, eating 6053, chest 6002, hard 5856, weapon 5844, creature 5787, tribal 5645, ink 5631, restrained 5553, difference 5282, all 5140, dragons 5090, elf 5081, inside 5011, scales 4795, in 4545, flat 4541, eggs 4523, action 4460, body 4448, on 4318, nature 4304, turtles 4268, short 4091, hands 4026, back 3966, long 3813, skull 3786, amphibian 3751, birth 3750, a 3650, tattoos 3643, whiskers 3522, to 3489, chameleon 3477, dead 3447, dnd 3423, sexual 3335, is 3283, head 3209, goblin 3208, aquatic 3137, swallow 3131, prey 3102, cloud 3026, nose 2975, spikes 2937, new 2906, skeleton 2854, cover 2848, children 2836, general 2826, full 2733, for 2696, arms 2655, old 2645, none 2624, looking 2606, control 2586, weight 2581, other 2518, dungeons and dragons 2506, older 2486, bite 2367, animals 2354, down 2320, at 2299, out 2221, gain 2163, reading 2111, regression 2105, heavy 2061, off 2049, deep 2040, show 2010, bones 2003, cold 1986, time 1985, species 1915, lightning 1860, only 1851, world 1850, power 1848, mixed 1834, mind 1815, colors 1804, miles 1796, infinite 1788, birthing 1764, change 1679, life 1667, it 1647, execution 1581, orc 1570, no 1560, growing 1549, look 1539, electric 1536, fins 1533, challenge 1532, with 1515, age 1484, swim 1455, 2 1447, attack 1440, younger 1406, eat 1399, force 1376, weapons 1363, extreme 1338, dash 1331, womb 1275, fly 1230, bigger 1217, mutation 1206, shell 1181, by 1139, not 1121, over 1115, air 1115, grow 1099, jump 1092, form 1091, one 1088, care 1071, powerful 1070, hunting 1058, changing 1058, hiding 1052, two 1022, unconscious 1012, thing 1000, 3 993, swimsuits 968, self 965, this 960, legendary 958, mates 940, used 940, ancient 919, great 919, rogue 912, poison 904, acid 902, tip 887, year 885, but 865, class 862, pups 851, be 841, can 837, sharp 836, half 836, con 835, dominated 826, mate 820, technology 816, like 809, kill 808, fin 801, together 793, backside 791, from 790, live 785, thinking 784, four 783, stand 768, 4 767, swallowed 765, pirates 751, make 746, speech 746, go 746, were 728, may 719, after 712, cursed 697, or 688, robes 675, so 670, powers 654, dungeons 648, history 643, that 637, bard 632, are 622, flattened 614, organs 614, member 614, anything 613, living 612, dc 607, lost 589, end 584, normal 571, lift 569, tendril 569, 1 558, sideways 551, rest 543, covered 538, travel 526, draconic 524, needle 520, use 519, legends 517, protection 516, object 507, made 497, set 483, lizardfolk 477, working 476, lance 472, will 467, bikinis 461, 18 457, people 457, very 448, coral 447, dangerous 446, an 435, creatures 430, seasonal 429, jaws 429, native 423, suffering 423, peaceful 421, land 418, shape 418, 5 417, release 411, unique 407, feed 402, being 400, lay 394, heads 394, more 392, way 391, do 383, point 383, years 382, gods 378, they 372, get 371, who 370, violent 368, how 364, many 363, as 362, some 360, fey 351, maker 350, rare 348, if 347, stealth 338, past 331, different 330, about 327, effect 326, too 321, mental 320, kelpie 312, saw 308, lined 306, performance 305, climate 302, through 300, have 299, merfolk 297, its 295, survival 290, starfish 290, extraterrestrial 288, record 284, strength 282, whole 279, patches 276, weather 274, hit 274, die 272, 6 271, has 270, between 267, each 266, whatever 265, around 265, damage 262, upside 257, getting 257, 10 254, neutral 249, submerged 248, having 248, prone 247, stinger 247, bond 246, away 242, last 237, partially 237, attractive 236, them 236, into 232, limbs 231, mermaids 229, shoulder 227, contact 224, parasites 222, flexibility 220, halfling 217, wear 216, another 216, much 212, torso 211, sentient 209, reaching 207, invisible 205, rolls 204, gaining 204, got 204, take 203, against 202, generation 202, crest 201, own 200, hour 198, target 197, intimidation 195, telepathy 190, risk 189, deception 189, primal 185, predators 183, true 182, comfortable 180, still 180, don't 179, others 176, 14 174, wearing 174, there 170, 13 169, next 168, stingray 167, overall 167, acting 165, level 159, less 159, ending 158, trying 157, even 155, everything 154, houses 153, either 151, dd 149, almost 149, written 148, mothers 145, related 145, able 144, clan 141, tusk 140, effects 139, same 138, reach 136, fresh 136, never 135, salt 134, left 133, giving 131, main 130, does 128, seasons 127, sirens 124, stats 123, smaller 123, save 123, devour 122, those 122, hatch 121, shells 120, again 119, throw 118, dex 116, also 115, climb 115, protect 114, melee 112, because 111, 100 111, tips 109, paralyzed 108, fully 108, impossible 106, monstrous 106, turn 106, times 106, most 106, keep 105, lot 105, flowing 105, grown 105, choose 105, flipper 104, while 104, intelligence 104, solid 104, matter 103, based 102, psi 102, choice 101, 15 100, length 100, when 99, their 98, these 98, bonus 96, 21 95, could 94, turned 94, forms 94, without 93, unusual 93, poisoned 93, would 91, larger 91, investigation 91, it's 91, plus 89, medium 88, stay 87, than 86, where 85, born 85, such 84, try 83, saving 83, looking. 82, humanoids 82, blown 81, blinded 81, 50 80, sensory 80, lure 80, 19 78, possible 78, act 78, points 77, state 77, membrane 77, always 77, vision 76, acrobatics 76, cuttlefish 76, stunned 76, 17 74, must 73, above 72, within 70, fused 69, genetic 68, might 68, 23 68, bodies 68, 40 68, abyssal 67, start 67, knocked 67, makes 67, hammerhead 66, limited 66, though 65, remains 64, betta 63, eight 63, area 63, wisdom 63, fleshy 63, styles 62, bother 62, structure 62, coated 62, 22 61, scarring 60, 5e 60, connection 59, caves 58, ability 58, ones 58, grapple 56, breathe 56, learn 55, electrical 55, once 55, lightening 54, actually 54, messages 53, seashells 53, mostly 52, which 52, turns 52, surface 51, enough 51, leave 51, groups 51, stronger 49, intelligent 48, hours 47, clans 46, false 46, tribes 45, cha 45, sometimes 45, abilities 45, gliding 45, arranged 45, government 44, images 43, least 43, hatched 43, possess 43, races 42, lower 42, believe 42, homebrew 42, toxin 42, hooked 42, can't 41, speeds 41, waters 41, jobs 41, later 40, common 40, boats 40, total 40, nearly 38, far 38, current 38, voices 37, slashing 37, every 36, healthy 35, lives 35, discharge 34, starts 34, 3rd 34, ends 33, bloodline 33, glide 33, constricting 32, speak 32, doesn't 32, females. 31, replica 30, inch 30, meaning 30, feature 30, radiant 30, mockmaid 30, become 29, several 29, victims 28, 2nd 27, backs 27, easily 27, barbels 27, broadsword 27, maturity 25, extended 25, already 25, happen 25, stun 25, tipped 25, months 25, moves 24, produce 24, hits 24, attacks 24, 100% 24, difficult 24, appearance 23, alphas 23, opposite 23, repeat 23, heavily 23, bring 22, 700 22, isn't 22, athletics 22, survive 22, sense 22, called 22, takes 22, nan 21, echolocation 21, mistaken 21, laws 21, mariner 21, since 21, seems 21, 000 20, advantage 20, myths 20, it. 20, primordial 20, sylvan 19, gives 19, modesty 19, volts 19, human-like 19, allowed 19, tend 19, leaders 19, elvish 19, often 18, longer 18, loincloths 18, cannot 18, + 18, minute 18, varies 18, trait 18, learned 18, belong 18, guarded 18, ect. 18, known 17, contort 17, elders 17, narrow 17, keen 17, digits 17, perception 17, extension 17, oldest 17, per 16, direct 16, didn't 16, families 16, until 16, becoming 16, death. 15, they're 15, nurturing 15, mockman 15, actions 15, actual 14, bio-luminescent 14, brightly 14, morals 14, acts 14, choosing 14, knowing 14, monstrosity 14, itself 13, eccentric 13, releasing 13, handful 13, decorate 13, unless 13, usually 13, expulsion 12, kilts 12, 68 12, seem 12, outrun 12, transverse 12, normally 12, bulletproof 12, celebrations 12, 815 12, ancestors 11, mutations 11, individual 11, ft. 11, prominent 11, body. 11, obscured 11, anywhere 11, needing 11, successful 11, protruding 11, started 11, checks 11, barnacles 11, birthday. 11, int 11, periods 11, including 10, creature. 10, 650 10, merrow 10, dies 10, dimorphism 10, str 10, and/or 10, mentally 10, grappled 10, preform 10, tails. 10, bloodthirsty 10, 200th 10, resemble 10, vital 10, attack. 10, depending 10, esca 10, keratin 9, equipped 9, enable 9, charges 9, fishermen 9, breast-milk 9, there's 9, languages 9, considered 9, leftover 9, lures 9, centuries 9, themselves 9, appear 9, constitution 9, rostrum 9, 250 9, pose. 9, loosing 9, them. 9, permanently 8, 2) 8, compared 8, water. 8, mph) 8, internally 8, regenerate 8, lawful 8, (but 8, piercings. 8, resembles 8, head. 8, lure's 8, believed 8, creature's 8, cat's 8, fooled 8, noticeable 8, locathah 8, extend 8, insight 8, condition 8, weapons. 8, spoken 8, observed 8, smugglers 8, cultures 8, sharks. 8, fish. 7, armors 7, torsos 7, unhinge 7, physically 7, mockfolk 7, month. 7, exceptions 7, enough. 7, throughout 7, allow 7, wing-like 7, wombs 7, compose 7, devolve 7, leaps 7, catfish-like 7, species. 7, tooth. 7, interactions 7, 73 7, birth. 7, cartilage 7, 790 7, strongest 7, chose 7, (the 7, immediate 7, incredibly 7, they've 7, required 7, creatures. 7, (and 7, animals. 7, interact 7, throws 7, time. 7, two-handed 7, encompassing 6, 3-4 6, reserves 6, 2-3 6, maintain 6, sahuagin 6, 50% 6, births 6, themselves. 6, orcish 6, mannerisms 6, turtle-like 6, sawfish's 6, narwhal's 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, selecting 6, piranhas 6, involve 5, well. 5, surface. 5, sufficient 5, sessions 5, disadvantage 5, oceanus 5, togas 5, "tusk" 5, aquan 5, punishments 5, additional 5, sessions. 5, inches) 5, (between 5, obese. 5, 1. 5, mohawk-like 5, counterparts. 5, left. 5, composites 5, barb. 5, deeds 5, fins. 5, pelvic/anal 5, frog-like 5, cephalopoid 5, behalf 5, eel-like 5, water's 5, distances 5, considerable 5, communicate 5, although 5, acceptable 5, (12-52) 5, 4-5 5, withhold 5, ago. 5, predigested 5, meats. 5, self-propelled 5, self-subsistent 5, fend 5, hatching(s) 5, fin. 5, shell. 5, torso's 5, neck-length 5, body-length 5, urchins 4, religions 4, tempered 4, susceptible 4, willingly 4, 3) 4, histories 4, accomplishments 4, bludgeoning 4, succeed 4, regenerate. 4, appearance: 4, shot. 4, bullywug 4, langue 4, (1 4, presumably 4, underwater. 4, hasn't 4, specimens 4, strengthen 4, action. 4, (a 4, better. 4, legacies. 3, mutilations. 3, shipwrecked. 3, neural 3, ink. 3, indefinitely 3, function 3, alive) 3, ferrymen 3, waters. 3, deafened 3, migrate 3, kuo-toa 3, adapt 3, surfaces 3, it'd 3, (dead 3, types. 3, magically 3, transmit 3, trenches. 3, wield. 3, species-wide 3, clan. 3, name. 3, possibilities; 3, sand-dollars 3, bacteria. 3, had) 3, mockmaiden 3, lifetime. 3, effectively 3, acute 3, skum 3, mafias. 3, krakens 3, ancestors. 3, parent's 3, wis 3, illnesses 3, magics. 3, teeth. 3, race. 3, meters. 3, suction-cups 3, secretes 3, salvaged 3, damage. 3, significant 3, world-wide 3, unthinking 3, requires 3, individual. 3, what. 3, ends. 3, another. 3, victim. 3, raspy 3, semi-immortal 3, swallow. 3, perpetual 3, anymore. 3, age. 3, moist. 3, toxic. 3, necrotic 3, adapted 3, harsher 3, guttural. 3, still. 3, 4) 3, medallions 3, smarter 3, subsequent 3, array 3, forcefully. 3, (especially 3, descendants). 3, 15). 2, cloud:(recharges 2, rest). 2, 20- 2, foot-radius 2, extends 2, octopus(on 2, mockmaiden's 2, head) 2, disperse 2, attack/gore.:melee 2, (1d8 2, (3d8 2, grappling. 2, (6d6) 2, turns. 2, climb. 2, ceilings 2, check. 2, telepathy. 2, telepathically 2, races/species. 2, regeneration. 2, regains 2, 10(-1 2, turn) 2, lures. 2, shark's 2, "hammer" 2, distinctive 2, avoided. 2, virtually 2, impossible.) 2, mating(s) 2, human-sized 2, well-being. 2, origin. 2, proven. 2, elder/outer 2, illicium) 2, false-lure. 2, limited) 2, mythologies 2, races. 2, actively 2, classes. 2, brands. 2, paladins. 2, "semi-immortal" 2, "schools" 2, births) 2, adorn 2, beneficial 2, copepods 2, predominately 2, blind. 2, sea-monsters 2, aboleths 2, zaratani 2, tritons 2, nereids 2, wastrilith 2, morkoths 2, rusalkas 2, marids 2, hags 2, sirines 2, vodyanoi 2, ixitxachitl 2, extensive 2, attractive. 2, outnumber 2, ixixachitl. 2, territories. 2, regress. 2, 6) 2, mockmaidens 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, 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, aquatic/sea 2, amphibious.:the 2, hearing. 2, :the 2, (perception) 2, rely 2, frenzy. 2, bite. 2, :melee 2, attack: 2, target. 2, hit: 2, (5d6 2, swipe/sting.:the 2, +7 2, (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, constrict. 2, (2d10 2, (escape 2, 16) 2, tentacles/slam.:one 2, paralyzed. 2, slams 2, (2d6 2, mockmaid's 2, turn. 2, stunned. 2, tendril/whiskers. 2, ------------ 1, resistances 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
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5,787, tribal 5,645, ink 5,631, restrained 5,553, difference 5,282, all 5,140, dragons 5,090, elf 5,081, inside 5,011, scales 4,795, in 4,545, flat 4,541, eggs 4,523, action 4,460, body 4,448, on 4,318, nature 4,304, turtles 4,268, short 4,091, hands 4,026, back 3,966, long 3,813, skull 3,786, amphibian 3,751, birth 3,750, a 3,650, tattoos 3,643, whiskers 3,522, to 3,489, chameleon 3,477, dead 3,447, dnd 3,423, sexual 3,335, is 3,283, head 3,209, goblin 3,208, aquatic 3,137, swallow 3,131, prey 3,102, cloud 3,026, nose 2,975, spikes 2,937, new 2,906, skeleton 2,854, cover 2,848, children 2,836, general 2,826, full 2,733, for 2,696, arms 2,655, old 2,645, none 2,624, looking 2,606, control 2,586, weight 2,581, other 2,518, dungeons and dragons 2,506, older 2,486, bite 2,367, animals 2,354, down 2,320, at 2,299, out 2,221, gain 2,163, reading 2,111, regression 2,105, heavy 2,061, off 2,049, deep 2,040, show 2,010, bones 2,003, cold 1,986, time 1,985, species 1,915, lightning 1,860, only 1,851, world 1,850, power 1,848, mixed 1,834, mind 1,815, colors 1,804, miles 1,796, infinite 1,788, birthing 1,764, change 1,679, life 1,667, it 1,647, execution 1,581, orc 1,570, no 1,560, growing 1,549, look 1,539, electric 1,536, fins 1,533, challenge 1,532, with 1,515, age 1,484, swim 1,455, 2 1,447, attack 1,440, younger 1,406, eat 1,399, force 1,376, weapons 1,363, extreme 1,338, dash 1,331, womb 1,275, fly 1,230, bigger 1,217, mutation 1,206, shell 1,181, by 1,139, not 1,121, over 1,115, air 1,115, grow 1,099, jump 1,092, form 1,091, one 1,088, care 1,071, powerful 1,070, hunting 1,058, changing 1,058, hiding 1,052, two 1,022, unconscious 1,012, thing 1,000, 3 993, swimsuits 968, self 965, this 960, legendary 958, mates 940, used 940, ancient 919, great 919, rogue 912, poison 904, acid 902, tip 887, year 885, but 865, class 862, pups 851, be 841, can 837, sharp 836, half 836, con 835, dominated 826, mate 820, technology 816, like 809, kill 808, fin 801, together 793, backside 791, from 790, live 785, thinking 784, four 783, stand 768, 4 767, swallowed 765, pirates 751, make 746, speech 746, go 746, were 728, may 719, after 712, cursed 697, or 688, robes 675, so 670, powers 654, dungeons 648, history 643, that 637, bard 632, are 622, flattened 614, organs 614, member 614, anything 613, living 612, dc 607, lost 589, end 584, normal 571, lift 569, tendril 569, 1 558, sideways 551, rest 543, covered 538, travel 526, draconic 524, needle 520, use 519, legends 517, protection 516, object 507, made 497, set 483, lizardfolk 477, working 476, lance 472, will 467, bikinis 461, 18 457, people 457, very 448, coral 447, dangerous 446, an 435, creatures 430, seasonal 429, jaws 429, native 423, suffering 423, peaceful 421, land 418, shape 418, 5 417, release 411, unique 407, feed 402, being 400, lay 394, heads 394, more 392, way 391, do 383, point 383, years 382, gods 378, they 372, get 371, who 370, violent 368, how 364, many 363, as 362, some 360, fey 351, maker 350, rare 348, if 347, stealth 338, past 331, different 330, about 327, effect 326, too 321, mental 320, kelpie 312, saw 308, lined 306, performance 305, climate 302, through 300, have 299, merfolk 297, its 295, survival 290, starfish 290, extraterrestrial 288, record 284, strength 282, whole 279, patches 276, weather 274, hit 274, die 272, 6 271, has 270, between 267, each 266, whatever 265, around 265, damage 262, upside 257, getting 257, 10 254, neutral 249, submerged 248, having 248, prone 247, stinger 247, bond 246, away 242, last 237, partially 237, attractive 236, them 236, into 232, limbs 231, mermaids 229, shoulder 227, contact 224, parasites 222, flexibility 220, halfling 217, wear 216, another 216, much 212, torso 211, sentient 209, reaching 207, invisible 205, rolls 204, gaining 204, got 204, take 203, against 202, generation 202, crest 201, own 200, hour 198, target 197, intimidation 195, telepathy 190, risk 189, deception 189, primal 185, predators 183, true 182, comfortable 180, still 180, don't 179, others 176, 14 174, wearing 174, there 170, 13 169, next 168, stingray 167, overall 167, acting 165, level 159, less 159, ending 158, trying 157, even 155, everything 154, houses 153, either 151, dd 149, almost 149, written 148, mothers 145, related 145, able 144, clan 141, tusk 140, effects 139, same 138, reach 136, fresh 136, never 135, salt 134, left 133, giving 131, main 130, does 128, seasons 127, sirens 124, stats 123, smaller 123, save 123, devour 122, those 122, hatch 121, shells 120, again 119, throw 118, dex 116, also 115, climb 115, protect 114, melee 112, because 111, 100 111, tips 109, paralyzed 108, fully 108, impossible 106, monstrous 106, turn 106, times 106, most 106, keep 105, lot 105, flowing 105, grown 105, choose 105, flipper 104, while 104, intelligence 104, solid 104, matter 103, based 102, psi 102, choice 101, 15 100, length 100, when 99, their 98, these 98, bonus 96, 21 95, could 94, turned 94, forms 94, without 93, unusual 93, poisoned 93, would 91, larger 91, investigation 91, it's 91, plus 89, medium 88, stay 87, than 86, where 85, born 85, such 84, try 83, saving 83, looking. 82, humanoids 82, blown 81, blinded 81, 50 80, sensory 80, lure 80, 19 78, possible 78, act 78, points 77, state 77, membrane 77, always 77, vision 76, acrobatics 76, cuttlefish 76, stunned 76, 17 74, must 73, above 72, within 70, fused 69, genetic 68, might 68, 23 68, bodies 68, 40 68, abyssal 67, start 67, knocked 67, makes 67, hammerhead 66, limited 66, though 65, remains 64, betta 63, eight 63, area 63, wisdom 63, fleshy 63, styles 62, bother 62, structure 62, coated 62, 22 61, scarring 60, 5e 60, connection 59, caves 58, ability 58, ones 58, grapple 56, breathe 56, learn 55, electrical 55, once 55, lightening 54, actually 54, messages 53, seashells 53, mostly 52, which 52, turns 52, surface 51, enough 51, leave 51, groups 51, stronger 49, intelligent 48, hours 47, clans 46, false 46, tribes 45, cha 45, sometimes 45, abilities 45, gliding 45, arranged 45, government 44, images 43, least 43, hatched 43, possess 43, races 42, lower 42, believe 42, homebrew 42, toxin 42, hooked 42, can't 41, speeds 41, waters 41, jobs 41, later 40, common 40, boats 40, total 40, nearly 38, far 38, current 38, voices 37, slashing 37, every 36, healthy 35, lives 35, discharge 34, starts 34, 3rd 34, ends 33, bloodline 33, glide 33, constricting 32, speak 32, doesn't 32, females. 31, replica 30, inch 30, meaning 30, feature 30, radiant 30, mockmaid 30, become 29, several 29, victims 28, 2nd 27, backs 27, easily 27, barbels 27, broadsword 27, maturity 25, extended 25, already 25, happen 25, stun 25, tipped 25, months 25, moves 24, produce 24, hits 24, attacks 24, 100% 24, difficult 24, appearance 23, alphas 23, opposite 23, repeat 23, heavily 23, bring 22, 700 22, isn't 22, athletics 22, survive 22, sense 22, called 22, takes 22, nan 21, echolocation 21, mistaken 21, laws 21, mariner 21, since 21, seems 21, 000 20, advantage 20, myths 20, it. 20, primordial 20, sylvan 19, gives 19, modesty 19, volts 19, human-like 19, allowed 19, tend 19, leaders 19, elvish 19, often 18, longer 18, loincloths 18, cannot 18, + 18, minute 18, varies 18, trait 18, learned 18, belong 18, guarded 18, ect. 18, known 17, contort 17, elders 17, narrow 17, keen 17, digits 17, perception 17, extension 17, oldest 17, per 16, direct 16, didn't 16, families 16, until 16, becoming 16, death. 15, they're 15, nurturing 15, mockman 15, actions 15, actual 14, bio-luminescent 14, brightly 14, morals 14, acts 14, choosing 14, knowing 14, monstrosity 14, itself 13, eccentric 13, releasing 13, handful 13, decorate 13, unless 13, usually 13, expulsion 12, kilts 12, 68 12, seem 12, outrun 12, transverse 12, normally 12, bulletproof 12, celebrations 12, 815 12, ancestors 11, mutations 11, individual 11, ft. 11, prominent 11, body. 11, obscured 11, anywhere 11, needing 11, successful 11, protruding 11, started 11, checks 11, barnacles 11, birthday. 11, int 11, periods 11, including 10, creature. 10, 650 10, merrow 10, dies 10, dimorphism 10, str 10, and/or 10, mentally 10, grappled 10, preform 10, tails. 10, bloodthirsty 10, 200th 10, resemble 10, vital 10, attack. 10, depending 10, esca 10, keratin 9, equipped 9, enable 9, charges 9, fishermen 9, breast-milk 9, there's 9, languages 9, considered 9, leftover 9, lures 9, centuries 9, themselves 9, appear 9, constitution 9, rostrum 9, 250 9, pose. 9, loosing 9, them. 9, permanently 8, 2) 8, compared 8, water. 8, mph) 8, internally 8, regenerate 8, lawful 8, (but 8, piercings. 8, resembles 8, head. 8, lure's 8, believed 8, creature's 8, cat's 8, fooled 8, noticeable 8, locathah 8, extend 8, insight 8, condition 8, weapons. 8, spoken 8, observed 8, smugglers 8, cultures 8, sharks. 8, fish. 7, armors 7, torsos 7, unhinge 7, physically 7, mockfolk 7, month. 7, exceptions 7, enough. 7, throughout 7, allow 7, wing-like 7, wombs 7, compose 7, devolve 7, leaps 7, catfish-like 7, species. 7, tooth. 7, interactions 7, 73 7, birth. 7, cartilage 7, 790 7, strongest 7, chose 7, (the 7, immediate 7, incredibly 7, they've 7, required 7, creatures. 7, (and 7, animals. 7, interact 7, throws 7, time. 7, two-handed 7, encompassing 6, 3-4 6, reserves 6, 2-3 6, maintain 6, sahuagin 6, 50% 6, births 6, themselves. 6, orcish 6, mannerisms 6, turtle-like 6, sawfish's 6, narwhal's 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, selecting 6, piranhas 6, involve 5, well. 5, surface. 5, sufficient 5, sessions 5, disadvantage 5, oceanus 5, togas 5, "tusk" 5, aquan 5, punishments 5, additional 5, sessions. 5, inches) 5, (between 5, obese. 5, 1. 5, mohawk-like 5, counterparts. 5, left. 5, composites 5, barb. 5, deeds 5, fins. 5, pelvic/anal 5, frog-like 5, cephalopoid 5, behalf 5, eel-like 5, water's 5, distances 5, considerable 5, communicate 5, although 5, acceptable 5, (12-52) 5, 4-5 5, withhold 5, ago. 5, predigested 5, meats. 5, self-propelled 5, self-subsistent 5, fend 5, hatching(s) 5, fin. 5, shell. 5, torso's 5, neck-length 5, body-length 5, urchins 4, religions 4, tempered 4, susceptible 4, willingly 4, 3) 4, histories 4, accomplishments 4, bludgeoning 4, succeed 4, regenerate. 4, appearance: 4, shot. 4, bullywug 4, langue 4, (1 4, presumably 4, underwater. 4, hasn't 4, specimens 4, strengthen 4, action. 4, (a 4, better. 4, legacies. 3, mutilations. 3, shipwrecked. 3, neural 3, ink. 3, indefinitely 3, function 3, alive) 3, ferrymen 3, waters. 3, deafened 3, migrate 3, kuo-toa 3, adapt 3, surfaces 3, it'd 3, (dead 3, types. 3, magically 3, transmit 3, trenches. 3, wield. 3, species-wide 3, clan. 3, name. 3, possibilities; 3, sand-dollars 3, bacteria. 3, had) 3, mockmaiden 3, lifetime. 3, effectively 3, acute 3, skum 3, mafias. 3, krakens 3, ancestors. 3, parent's 3, wis 3, illnesses 3, magics. 3, teeth. 3, race. 3, meters. 3, suction-cups 3, secretes 3, salvaged 3, damage. 3, significant 3, world-wide 3, unthinking 3, requires 3, individual. 3, what. 3, ends. 3, another. 3, victim. 3, raspy 3, semi-immortal 3, swallow. 3, perpetual 3, anymore. 3, age. 3, moist. 3, toxic. 3, necrotic 3, adapted 3, harsher 3, guttural. 3, still. 3, 4) 3, medallions 3, smarter 3, subsequent 3, array 3, forcefully. 3, (especially 3, descendants). 3, 15). 2, cloud:(recharges 2, rest). 2, 20- 2, foot-radius 2, extends 2, octopus(on 2, mockmaiden's 2, head) 2, disperse 2, attack/gore.:melee 2, (1d8 2, (3d8 2, grappling. 2, (6d6) 2, turns. 2, climb. 2, ceilings 2, check. 2, telepathy. 2, telepathically 2, races/species. 2, regeneration. 2, regains 2, 10(-1 2, turn) 2, lures. 2, shark's 2, "hammer" 2, distinctive 2, avoided. 2, virtually 2, impossible.) 2, mating(s) 2, human-sized 2, well-being. 2, origin. 2, proven. 2, elder/outer 2, illicium) 2, false-lure. 2, limited) 2, mythologies 2, races. 2, actively 2, classes. 2, brands. 2, paladins. 2, "semi-immortal" 2, "schools" 2, births) 2, adorn 2, beneficial 2, copepods 2, predominately 2, blind. 2, sea-monsters 2, aboleths 2, zaratani 2, tritons 2, nereids 2, wastrilith 2, morkoths 2, rusalkas 2, marids 2, hags 2, sirines 2, vodyanoi 2, ixitxachitl 2, extensive 2, attractive. 2, outnumber 2, ixixachitl. 2, territories. 2, regress. 2, 6) 2, mockmaidens 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, 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, aquatic/sea 2, amphibious.:the 2, hearing. 2, :the 2, (perception) 2, rely 2, frenzy. 2, bite. 2, :melee 2, attack: 2, target. 2, hit: 2, (5d6 2, swipe/sting.:the 2, +7 2, (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, constrict. 2, (2d10 2, (escape 2, 16) 2, tentacles/slam.:one 2, paralyzed. 2, slams 2, (2d6 2, mockmaid's 2, turn. 2, stunned. 2, tendril/whiskers. 2, ------------ 1, resistances 1, vulnerabilities 1, https://orcpub2.com/pages/dnd/5e/monsters/mockmaid-mockmaidens-females-of-mockfolk- 1, immunities 1
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Published: 6 years, 4 months ago
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Makareno
6 years, 4 months ago
What the fuck...
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