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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 1194470, female 1085199, canine 190261, dragon 149498, human 108346, feral 92615, young 67560, oral 67535, feet 52710, tail 50090, males 43223, straight 41704, fat 39505, bird 37966, m 29157, big 26841, monster 25366, females 24916, pregnant 23179, traditional 21234, blood 21157, tentacles 20404, clothing 18719, shark 18286, the 17142, water 16954, tails 16695, muscles 16448, night 16257, humanoid 15570, death 12297, color 11833, fire 11706, outside 11497, teeth 11342, mother 11298, little 10869, growth 10093, turtle 10013, legs 9962, original 9719, adopt 9410, piercing 9299, armor 9292, underwater 8876, school 8786, spread 8628, colored 8370, ears 7490, and 7334, open 7304, large 7038, rarity 6924, shiny 6889, size 6841, giant 6794, family 6764, soft 6617, sheet 6505, up 6364, sea 6312, of 6300, eyes 6214, jewelry 6148, any 6105, mating 5942, eating 5793, chest 5665, creature 5595, hard 5545, ink 5503, weapon 5481, tribal 5411, restrained 5135, difference 5122, all 5072, dragons 4917, elf 4812, inside 4553, scales 4388, in 4359, action 4326, eggs 4304, turtles 4227, flat 4187, body 4154, on 4074, nature 4053, short 3840, back 3789, hands 3781, skull 3696, long 3671, tattoos 3571, amphibian 3568, birth 3557, a 3498, to 3368, dead 3285, is 3279, chameleon 3273, dnd 3225, whiskers 3198, sexual 3187, head 3084, swallow 3020, aquatic 2990, prey 2883, new 2856, for 2849, goblin 2833, cloud 2820, skeleton 2786, nose 2773, cover 2760, general 2663, spikes 2629, full 2626, none 2617, arms 2577, children 2556, old 2553, animals 2497, other 2476, looking 2442, weight 2416, dungeons and dragons 2381, control 2374, older 2328, at 2249, down 2247, bite 2199, out 2184, regression 2141, reading 2024, gain 2023, off 2007, deep 1993, time 1988, heavy 1962, show 1949, cold 1943, bones 1848, power 1828, world 1803, species 1780, lightning 1778, mixed 1776, mind 1766, colors 1747, infinite 1734, miles 1727, birthing 1714, life 1679, change 1654, it 1627, orc 1556, no 1541, look 1512, growing 1511, electric 1502, execution 1476, 2 1463, fins 1452, only 1443, age 1440, with 1431, swim 1414, eat 1369, attack 1342, dash 1333, force 1330, weapons 1325, challenge 1316, extreme 1290, younger 1283, womb 1216, fly 1187, by 1154, bigger 1141, not 1126, mutation 1110, grow 1084, shell 1079, over 1074, powerful 1071, jump 1068, one 1065, care 1059, changing 1032, form 1031, air 1031, hunting 1030, thing 997, hiding 993, 3 990, this 962, two 957, legendary 955, unconscious 953, mates 939, self 936, used 904, swimsuits 903, year 887, ancient 877, great 875, poison 858, be 854, but 854, rogue 851, acid 827, half 826, pups 816, mate 813, sharp 811, can 802, class 801, like 800, con 798, fin 788, kill 787, tip 787, technology 768, dominated 762, from 760, thinking 758, together 750, four 741, backside 739, go 739, stand 738, make 736, swallowed 735, pirates 727, were 708, speech 703, after 695, or 682, may 677, cursed 667, so 665, powers 654, anything 642, dungeons 639, 4 636, that 632, member 631, live 630, history 615, are 607, bard 606, robes 605, living 585, dc 574, end 573, 1 565, lost 559, tendril 549, lift 548, rest 540, flattened 528, sideways 519, covered 516, use 514, protection 511, travel 508, legends 500, made 496, needle 493, normal 483, set 477, draconic 472, will 470, lizardfolk 460, attractive 460, working 457, lance 457, people 451, bikinis 448, rare 447, 18 447, dangerous 437, object 436, an 434, jaws 432, land 422, seasonal 421, 5 411, native 411, unique 404, coral 403, peaceful 401, organs 401, suffering 398, shape 392, feed 392, heads 390, violent 389, more 389, do 389, being 387, way 386, lay 383, years 380, point 379, release 379, gods 372, they 368, who 364, get 363, creatures 363, as 361, some 360, how 360, many 355, maker 347, if 335, different 332, effect 323, past 323, fey 321, mental 319, too 317, stealth 313, very 312, about 310, lined 302, have 297, saw 295, survival 283, performance 283, through 283, its 282, strength 281, extraterrestrial 281, kelpie 279, whole 279, record 274, die 273, 6 269, whatever 269, has 265, hit 262, merfolk 261, weather 260, starfish 260, each 258, patches 255, upside 254, 10 253, damage 249, neutral 249, getting 240, them 237, submerged 236, having 236, around 236, last 235, stinger 235, between 234, away 233, mermaids 232, into 227, prone 227, partially 226, shoulder 222, limbs 221, contact 217, parasites 215, much 214, bond 211, another 211, solid 211, flexibility 209, halfling 209, wear 209, torso 205, take 202, got 201, common 199, hour 198, generation 198, crest 196, target 196, against 196, gaining 196, sentient 195, own 194, invisible 190, rolls 188, still 184, risk 184, reaching 183, intimidation 181, don't 181, true 179, predators 177, others 174, telepathy 174, primal 174, comfortable 173, deception 173, there 171, 13 165, stingray 164, acting 164, 14 158, overall 156, everything 154, even 154, ending 153, dd 152, either 151, level 150, wearing 150, almost 148, able 144, trying 144, next 142, clan 142, mothers 141, same 141, related 141, written 137, tusk 137, never 135, effects 135, fresh 134, climate 134, reach 132, left 132, main 130, giving 129, salt 128, houses 125, sirens 124, seasons 122, does 121, save 121, hatch 121, those 121, throw 120, shells 120, smaller 118, devour 118, again 117, stats 115, melee 114, also 113, protect 111, climb 111, 100 110, because 110, dex 108, tips 106, matter 105, times 104, grown 104, turn 104, keep 103, impossible 102, based 102, choice 101, fully 100, when 100, 15 99, most 99, choose 99, lot 98, intelligence 98, while 97, flowing 97, paralyzed 96, without 96, these 96, 21 96, could 95, their 95, bonus 95, length 93, psi 93, forms 92, would 92, turned 91, it's 90, monstrous 90, unusual 88, investigation 87, flipper 87, less 87, than 86, born 85, where 85, such 84, saving 83, stay 82, looking. 82, humanoids 81, blown 81, try 81, 50 80, plus 78, poisoned 78, blinded 77, possible 77, always 76, act 75, state 75, vision 75, points 75, 19 75, lure 74, membrane 74, sensory 73, acrobatics 73, caves 73, 17 72, larger 71, stunned 71, must 71, cuttlefish 69, medium 68, above 68, 40 68, start 67, makes 67, fused 66, bodies 66, knocked 66, 23 66, might 66, though 66, abyssal 65, remains 64, genetic 63, connection 63, coated 63, betta 62, within 62, wisdom 62, styles 61, eight 61, limited 61, structure 60, bother 60, 22 60, area 59, electrical 58, ones 57, 5e 57, hammerhead 57, groups 57, fleshy 57, once 56, ability 56, actually 55, breathe 55, learn 54, lightening 54, scarring 54, turns 52, which 51, stronger 50, leave 50, enough 50, seashells 50, mostly 49, messages 49, surface 48, grapple 48, hours 47, intelligent 47, arranged 45, sometimes 45, false 45, boats 45, clans 45, tribes 45, speeds 44, abilities 44, images 44, possess 43, jobs 43, gliding 43, homebrew 42, government 42, voices 42, believe 42, toxin 42, waters 41, can't 41, least 41, lower 41, races 40, replica 39, hatched 39, hooked 38, cha 38, later 38, far 37, nearly 37, current 36, every 35, healthy 35, 3rd 35, lives 34, total 33, starts 33, speak 32, ends 32, glide 32, females. 31, doesn't 31, bloodline 31, meaning 30, feature 30, discharge 30, inch 30, mockmaid 30, slashing 29, become 28, several 28, backs 27, radiant 27, victims 27, easily 27, constricting 26, 2nd 26, extended 25, maturity 25, happen 25, already 25, hits 25, broadsword 25, difficult 24, tipped 24, barbels 24, 100% 24, months 23, alphas 23, stun 23, attacks 23, heavily 23, repeat 23, produce 23, opposite 23, appearance 22, isn't 22, 700 22, survive 22, called 22, sense 22, laws 21, mariner 21, since 21, bring 21, seems 21, takes 20, known 20, it. 20, elvish 20, moves 20, 000 20, athletics 20, nan 20, advantage 20, myths 19, tend 19, leaders 19, varies 19, gives 19, loincloths 19, sylvan 19, modesty 19, human-like 19, mistaken 19, echolocation 19, often 18, + 18, belong 18, volts 18, allowed 18, minute 18, guarded 18, extension 18, longer 17, trait 17, narrow 17, keen 17, death. 17, ect. 17, cannot 17, becoming 17, elders 17, primordial 16, digits 16, perception 16, until 16, didn't 16, contort 16, learned 16, families 16, actions 15, mockman 15, nurturing 15, per 15, they're 15, brightly 14, knowing 14, acts 14, morals 14, bio-luminescent 14, actual 14, direct 14, handful 13, unless 13, ancestors 13, usually 13, decorate 13, oldest 13, choosing 13, releasing 13, eccentric 13, started 12, monstrosity 12, transverse 12, 68 12, seem 12, normally 12, 815 12, bulletproof 12, itself 12, kilts 12, mutations 11, protruding 11, expulsion 11, birthday. 11, obscured 11, checks 11, periods 11, anywhere 11, ft. 11, str 11, individual 11, needing 11, outrun 11, int 11, prominent 11, barnacles 10, constitution 10, depending 10, attack. 10, dimorphism 10, dies 10, and/or 10, including 10, preform 10, bloodthirsty 10, tails. 10, 200th 10, creature. 10, appear 10, resemble 10, vital 10, celebrations 10, merrow 10, loosing 10, languages 10, esca 10, 650 10, grappled 10, leftover 9, charges 9, successful 9, considered 9, enable 9, equipped 9, themselves 9, keratin 9, lures 9, there's 9, piercings. 9, them. 9, centuries 9, fishermen 9, cartilage 9, pose. 9, weapons. 8, (but 8, cultures 8, 2) 8, compared 8, regenerate 8, internally 8, condition 8, locathah 8, resembles 8, noticeable 8, lawful 8, sharks. 8, body. 8, lure's 8, cat's 8, water. 8, wombs 8, rostrum 8, believed 8, creature's 8, mph) 8, smugglers 8, mentally 8, exceptions 8, spoken 8, permanently 8, insight 8, incredibly 7, compose 7, 73 7, torsos 7, chose 7, animals. 7, (and 7, throws 7, time. 7, armors 7, 790 7, birth. 7, 250 7, head. 7, throughout 7, enough. 7, fooled 7, extend 7, strongest 7, two-handed 7, allow 7, (the 7, creatures. 7, devolve 7, month. 7, fish. 7, unhinge 7, physically 7, orcish 7, mockfolk 7, immediate 7, they've 7, species. 7, catfish-like 7, wing-like 7, encompassing 6, 50% 6, warlords. 6, occur 6, themselves. 6, maintain 6, turtle-like 6, observed 6, sawfish's 6, piranhas 6, narwhal's 6, 2-3 6, tooth. 6, mates. 6, sahuagin 6, (17 6, newtons) 6, kilograms 6, (1800 6, pounds) 6, (110 6, kilometers) 6, 3-4 6, enough) 6, pound) 6, reserves 6, operational) 6, 80% 6, (only 6, enamel) 6, mannerisms 6, shape-shift 6, credible 6, (13 6, ft) 6, km/h 6, (430 6, interact 6, ampullae 6, lorenzini 6, electroreception 6, electroception 6, telepathy/mind 6, relatives. 6, interactions 6, members. 6, (stay 6, safe). 6, descendants. 6, ones. 6, fin. 5, shell. 5, torso's 5, neck-length 5, body-length 5, although 5, surface. 5, sufficient 5, aquan 5, breast-milk 5, well. 5, deeds 5, punishments 5, predigested 5, underwater. 5, selecting 5, togas 5, sessions 5, sessions. 5, oceanus 5, births 5, left. 5, inches) 5, 4-5 5, (between 5, meats. 5, (12-52) 5, obese. 5, self-subsistent 5, mohawk-like 5, counterparts. 5, fend 5, composites 5, hatching(s) 5, withhold 5, involve 5, barb. 5, required 5, fins. 5, pelvic/anal 5, frog-like 5, cephalopoid 5, behalf 5, eel-like 5, water's 5, distances 5, 1. 5, "tusk" 5, considerable 5, leaps 5, ago. 5, self-propelled 5, additional 4, better. 4, tempered 4, hasn't 4, specimens 4, strengthen 4, disadvantage 4, (a 4, 3) 4, shot. 4, susceptible 4, willingly 4, urchins 4, histories 4, accomplishments 4, bludgeoning 4, succeed 4, communicate 4, regenerate. 4, appearance: 4, adapt 4, presumably 4, (1 4, langue 4, action. 4, array 4, suction-cups 3, effectively 3, meters. 3, victim. 3, neural 3, secretes 3, ancestors. 3, parent's 3, bacteria. 3, perpetual 3, semi-immortal 3, smarter 3, kuo-toa 3, mockmaiden 3, 4) 3, necrotic 3, ink. 3, swallow. 3, raspy 3, bullywug 3, legacies. 3, shipwrecked. 3, sand-dollars 3, alive) 3, race. 3, moist. 3, ferrymen 3, surfaces 3, salvaged 3, waters. 3, migrate 3, magically 3, deafened 3, transmit 3, trenches. 3, it'd 3, subsequent 3, types. 3, what. 3, wield. 3, acceptable 3, age. 3, had) 3, species-wide 3, clan. 3, possibilities; 3, indefinitely 3, significant 3, skum 3, lifetime. 3, religions 3, (dead 3, mafias. 3, illnesses 3, function 3, magics. 3, unthinking 3, individual. 3, another. 3, name. 3, medallions 3, teeth. 3, world-wide 3, mutilations. 3, ends. 3, damage. 3, harsher 3, guttural. 3, still. 3, descendants). 3, adapted 3, wis 3, toxic. 3, requires 3, forcefully. 3, (especially 3, 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, 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, shark's 2, "hammer" 2, distinctive 2, acute 2, avoided. 2, virtually 2, impossible.) 2, regress. 2, illicium) 2, false-lure. 2, "semi-immortal" 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, krakens 2, marids 2, hags 2, sirines 2, vodyanoi 2, ixitxachitl 2, ixixachitl. 2, lures. 2, adorn 2, attractive. 2, mating(s) 2, territories. 2, outnumber 2, anymore. 2, births) 2, "schools" 2, paladins. 2, classes. 2, actively 2, races. 2, mythologies 2, limited) 2, elder/outer 2, proven. 2, origin. 2, well-being. 2, human-sized 2, mockmaidens 2, brands. 2, extensive 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, 6) 2, constrict. 2, (2d10 2, (escape 2, 16) 2, tentacles/slam.:one 2, paralyzed. 2, slams 2, (2d6 2, mockmaid's 2, vulnerabilities 1, immunities 1, resistances 1, ------------ 1, https://orcpub2.com/pages/dnd/5e/monsters/mockmaid-mockmaidens-females-of-mockfolk- 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 1,194,470, female 1,085,199, canine 190,261, dragon 149,498, human 108,346, feral 92,615, young 67,560, oral 67,535, feet 52,710, tail 50,090, males 43,223, straight 41,704, fat 39,505, bird 37,966, m 29,157, big 26,841, monster 25,366, females 24,916, pregnant 23,179, traditional 21,234, blood 21,157, tentacles 20,404, clothing 18,719, shark 18,286, the 17,142, water 16,954, tails 16,695, muscles 16,448, night 16,257, humanoid 15,570, death 12,297, color 11,833, fire 11,706, outside 11,497, teeth 11,342, mother 11,298, little 10,869, growth 10,093, turtle 10,013, legs 9,962, original 9,719, adopt 9,410, piercing 9,299, armor 9,292, underwater 8,876, school 8,786, spread 8,628, colored 8,370, ears 7,490, and 7,334, open 7,304, large 7,038, rarity 6,924, shiny 6,889, size 6,841, giant 6,794, family 6,764, soft 6,617, sheet 6,505, up 6,364, sea 6,312, of 6,300, eyes 6,214, jewelry 6,148, any 6,105, mating 5,942, eating 5,793, chest 5,665, creature 5,595, hard 5,545, ink 5,503, weapon 5,481, tribal 5,411, restrained 5,135, difference 5,122, all 5,072, dragons 4,917, elf 4,812, inside 4,553, scales 4,388, in 4,359, action 4,326, eggs 4,304, turtles 4,227, flat 4,187, body 4,154, on 4,074, nature 4,053, short 3,840, back 3,789, hands 3,781, skull 3,696, long 3,671, tattoos 3,571, amphibian 3,568, birth 3,557, a 3,498, to 3,368, dead 3,285, is 3,279, chameleon 3,273, dnd 3,225, whiskers 3,198, sexual 3,187, head 3,084, swallow 3,020, aquatic 2,990, prey 2,883, new 2,856, for 2,849, goblin 2,833, cloud 2,820, skeleton 2,786, nose 2,773, cover 2,760, general 2,663, spikes 2,629, full 2,626, none 2,617, arms 2,577, children 2,556, old 2,553, animals 2,497, other 2,476, looking 2,442, weight 2,416, dungeons and dragons 2,381, control 2,374, older 2,328, at 2,249, down 2,247, bite 2,199, out 2,184, regression 2,141, reading 2,024, gain 2,023, off 2,007, deep 1,993, time 1,988, heavy 1,962, show 1,949, cold 1,943, bones 1,848, power 1,828, world 1,803, species 1,780, lightning 1,778, mixed 1,776, mind 1,766, colors 1,747, infinite 1,734, miles 1,727, birthing 1,714, life 1,679, change 1,654, it 1,627, orc 1,556, no 1,541, look 1,512, growing 1,511, electric 1,502, execution 1,476, 2 1,463, fins 1,452, only 1,443, age 1,440, with 1,431, swim 1,414, eat 1,369, attack 1,342, dash 1,333, force 1,330, weapons 1,325, challenge 1,316, extreme 1,290, younger 1,283, womb 1,216, fly 1,187, by 1,154, bigger 1,141, not 1,126, mutation 1,110, grow 1,084, shell 1,079, over 1,074, powerful 1,071, jump 1,068, one 1,065, care 1,059, changing 1,032, form 1,031, air 1,031, hunting 1,030, thing 997, hiding 993, 3 990, this 962, two 957, legendary 955, unconscious 953, mates 939, self 936, used 904, swimsuits 903, year 887, ancient 877, great 875, poison 858, be 854, but 854, rogue 851, acid 827, half 826, pups 816, mate 813, sharp 811, can 802, class 801, like 800, con 798, fin 788, kill 787, tip 787, technology 768, dominated 762, from 760, thinking 758, together 750, four 741, backside 739, go 739, stand 738, make 736, swallowed 735, pirates 727, were 708, speech 703, after 695, or 682, may 677, cursed 667, so 665, powers 654, anything 642, dungeons 639, 4 636, that 632, member 631, live 630, history 615, are 607, bard 606, robes 605, living 585, dc 574, end 573, 1 565, lost 559, tendril 549, lift 548, rest 540, flattened 528, sideways 519, covered 516, use 514, protection 511, travel 508, legends 500, made 496, needle 493, normal 483, set 477, draconic 472, will 470, lizardfolk 460, attractive 460, working 457, lance 457, people 451, bikinis 448, rare 447, 18 447, dangerous 437, object 436, an 434, jaws 432, land 422, seasonal 421, 5 411, native 411, unique 404, coral 403, peaceful 401, organs 401, suffering 398, shape 392, feed 392, heads 390, violent 389, more 389, do 389, being 387, way 386, lay 383, years 380, point 379, release 379, gods 372, they 368, who 364, get 363, creatures 363, as 361, some 360, how 360, many 355, maker 347, if 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abilities 44, images 44, possess 43, jobs 43, gliding 43, homebrew 42, government 42, voices 42, believe 42, toxin 42, waters 41, can't 41, least 41, lower 41, races 40, replica 39, hatched 39, hooked 38, cha 38, later 38, far 37, nearly 37, current 36, every 35, healthy 35, 3rd 35, lives 34, total 33, starts 33, speak 32, ends 32, glide 32, females. 31, doesn't 31, bloodline 31, meaning 30, feature 30, discharge 30, inch 30, mockmaid 30, slashing 29, become 28, several 28, backs 27, radiant 27, victims 27, easily 27, constricting 26, 2nd 26, extended 25, maturity 25, happen 25, already 25, hits 25, broadsword 25, difficult 24, tipped 24, barbels 24, 100% 24, months 23, alphas 23, stun 23, attacks 23, heavily 23, repeat 23, produce 23, opposite 23, appearance 22, isn't 22, 700 22, survive 22, called 22, sense 22, laws 21, mariner 21, since 21, bring 21, seems 21, takes 20, known 20, it. 20, elvish 20, moves 20, 000 20, athletics 20, nan 20, advantage 20, myths 19, tend 19, leaders 19, 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dimorphism 10, dies 10, and/or 10, including 10, preform 10, bloodthirsty 10, tails. 10, 200th 10, creature. 10, appear 10, resemble 10, vital 10, celebrations 10, merrow 10, loosing 10, languages 10, esca 10, 650 10, grappled 10, leftover 9, charges 9, successful 9, considered 9, enable 9, equipped 9, themselves 9, keratin 9, lures 9, there's 9, piercings. 9, them. 9, centuries 9, fishermen 9, cartilage 9, pose. 9, weapons. 8, (but 8, cultures 8, 2) 8, compared 8, regenerate 8, internally 8, condition 8, locathah 8, resembles 8, noticeable 8, lawful 8, sharks. 8, body. 8, lure's 8, cat's 8, water. 8, wombs 8, rostrum 8, believed 8, creature's 8, mph) 8, smugglers 8, mentally 8, exceptions 8, spoken 8, permanently 8, insight 8, incredibly 7, compose 7, 73 7, torsos 7, chose 7, animals. 7, (and 7, throws 7, time. 7, armors 7, 790 7, birth. 7, 250 7, head. 7, throughout 7, enough. 7, fooled 7, extend 7, strongest 7, two-handed 7, allow 7, (the 7, creatures. 7, devolve 7, month. 7, fish. 7, unhinge 7, physically 7, orcish 7, mockfolk 7, immediate 7, they've 7, species. 7, catfish-like 7, wing-like 7, encompassing 6, 50% 6, warlords. 6, occur 6, themselves. 6, maintain 6, turtle-like 6, observed 6, sawfish's 6, piranhas 6, narwhal's 6, 2-3 6, tooth. 6, mates. 6, sahuagin 6, (17 6, newtons) 6, kilograms 6, (1800 6, pounds) 6, (110 6, kilometers) 6, 3-4 6, enough) 6, pound) 6, reserves 6, operational) 6, 80% 6, (only 6, enamel) 6, mannerisms 6, shape-shift 6, credible 6, (13 6, ft) 6, km/h 6, (430 6, interact 6, ampullae 6, lorenzini 6, electroreception 6, electroception 6, telepathy/mind 6, relatives. 6, interactions 6, members. 6, (stay 6, safe). 6, descendants. 6, ones. 6, fin. 5, shell. 5, torso's 5, neck-length 5, body-length 5, although 5, surface. 5, sufficient 5, aquan 5, breast-milk 5, well. 5, deeds 5, punishments 5, predigested 5, underwater. 5, selecting 5, togas 5, sessions 5, sessions. 5, oceanus 5, births 5, left. 5, inches) 5, 4-5 5, (between 5, meats. 5, (12-52) 5, obese. 5, self-subsistent 5, mohawk-like 5, counterparts. 5, fend 5, composites 5, hatching(s) 5, withhold 5, involve 5, barb. 5, required 5, fins. 5, pelvic/anal 5, frog-like 5, cephalopoid 5, behalf 5, eel-like 5, water's 5, distances 5, 1. 5, "tusk" 5, considerable 5, leaps 5, ago. 5, self-propelled 5, additional 4, better. 4, tempered 4, hasn't 4, specimens 4, strengthen 4, disadvantage 4, (a 4, 3) 4, shot. 4, susceptible 4, willingly 4, urchins 4, histories 4, accomplishments 4, bludgeoning 4, succeed 4, communicate 4, regenerate. 4, appearance: 4, adapt 4, presumably 4, (1 4, langue 4, action. 4, array 4, suction-cups 3, effectively 3, meters. 3, victim. 3, neural 3, secretes 3, ancestors. 3, parent's 3, bacteria. 3, perpetual 3, semi-immortal 3, smarter 3, kuo-toa 3, mockmaiden 3, 4) 3, necrotic 3, ink. 3, swallow. 3, raspy 3, bullywug 3, legacies. 3, shipwrecked. 3, sand-dollars 3, alive) 3, race. 3, moist. 3, ferrymen 3, surfaces 3, salvaged 3, waters. 3, migrate 3, magically 3, deafened 3, transmit 3, trenches. 3, it'd 3, subsequent 3, types. 3, what. 3, wield. 3, acceptable 3, age. 3, had) 3, species-wide 3, clan. 3, possibilities; 3, indefinitely 3, significant 3, skum 3, lifetime. 3, religions 3, (dead 3, mafias. 3, illnesses 3, function 3, magics. 3, unthinking 3, individual. 3, another. 3, name. 3, medallions 3, teeth. 3, world-wide 3, mutilations. 3, ends. 3, damage. 3, harsher 3, guttural. 3, still. 3, descendants). 3, adapted 3, wis 3, toxic. 3, requires 3, forcefully. 3, (especially 3, 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, 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, shark's 2, "hammer" 2, distinctive 2, acute 2, avoided. 2, virtually 2, impossible.) 2, regress. 2, illicium) 2, false-lure. 2, "semi-immortal" 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, krakens 2, marids 2, hags 2, sirines 2, vodyanoi 2, ixitxachitl 2, ixixachitl. 2, lures. 2, adorn 2, attractive. 2, mating(s) 2, territories. 2, outnumber 2, anymore. 2, births) 2, "schools" 2, paladins. 2, classes. 2, actively 2, races. 2, mythologies 2, limited) 2, elder/outer 2, proven. 2, origin. 2, well-being. 2, human-sized 2, mockmaidens 2, brands. 2, extensive 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, 6) 2, constrict. 2, (2d10 2, (escape 2, 16) 2, tentacles/slam.:one 2, paralyzed. 2, slams 2, (2d6 2, mockmaid's 2, vulnerabilities 1, immunities 1, resistances 1, ------------ 1, https://orcpub2.com/pages/dnd/5e/monsters/mockmaid-mockmaidens-females-of-mockfolk- 1
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Published: 5 years, 8 months ago
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Makareno
5 years, 8 months ago
What the fuck...
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