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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 1207413, female 1097793, canine 193631, dragon 150727, human 109699, feral 94752, young 69336, oral 68273, feet 53627, tail 51589, males 43692, straight 41977, fat 39775, bird 38471, m 29287, big 26451, monster 25807, females 25059, pregnant 23680, blood 21381, traditional 21340, tentacles 20578, clothing 19505, shark 18589, water 17232, the 16946, muscles 16661, night 16432, tails 16381, humanoid 16291, death 12535, color 11951, teeth 11853, fire 11833, outside 11659, mother 11561, little 10809, growth 10209, adopt 9941, turtle 9839, legs 9831, original 9807, piercing 9600, armor 9392, school 8982, underwater 8981, spread 8654, colored 8429, ears 7643, open 7393, and 7346, large 7039, shiny 6982, rarity 6944, giant 6921, size 6909, family 6861, sheet 6561, soft 6485, sea 6446, up 6423, jewelry 6378, eyes 6334, of 6294, any 6196, mating 6032, eating 5870, chest 5785, creature 5639, hard 5631, weapon 5611, ink 5531, tribal 5478, restrained 5229, difference 5162, all 5091, dragons 4975, elf 4906, inside 4701, scales 4483, eggs 4440, in 4399, action 4374, flat 4269, body 4264, turtles 4239, on 4128, nature 4099, short 3927, hands 3851, back 3838, long 3706, amphibian 3644, birth 3620, skull 3604, tattoos 3591, a 3497, to 3412, chameleon 3327, dead 3316, whiskers 3301, dnd 3275, is 3266, sexual 3195, head 3087, aquatic 3048, swallow 3031, prey 2960, goblin 2950, new 2856, cloud 2842, nose 2799, skeleton 2795, cover 2794, general 2706, spikes 2684, for 2665, children 2649, full 2639, none 2611, old 2584, arms 2569, weight 2482, other 2476, looking 2468, control 2460, dungeons and dragons 2425, older 2385, animals 2265, down 2264, at 2256, bite 2254, out 2170, gain 2075, reading 2052, regression 2039, off 2014, deep 2012, heavy 1984, time 1981, cold 1962, show 1952, bones 1895, species 1874, power 1836, world 1819, lightning 1787, mind 1784, mixed 1780, colors 1767, infinite 1754, only 1738, miles 1731, birthing 1684, life 1656, change 1639, it 1634, no 1545, electric 1533, look 1520, orc 1518, execution 1512, growing 1508, fins 1477, age 1456, 2 1453, with 1437, swim 1412, challenge 1384, eat 1381, attack 1355, force 1352, weapons 1335, younger 1331, dash 1322, extreme 1292, womb 1250, fly 1181, bigger 1162, mutation 1158, not 1128, by 1104, shell 1098, over 1092, grow 1089, jump 1069, powerful 1069, care 1066, one 1064, form 1052, air 1051, changing 1035, hunting 1035, hiding 1010, thing 994, 3 991, two 982, unconscious 980, this 954, legendary 946, self 940, mates 935, used 918, swimsuits 915, ancient 895, great 889, year 888, rogue 875, poison 866, but 863, acid 855, be 851, pups 840, half 828, sharp 825, class 819, tip 811, fin 810, mate 808, can 803, like 803, con 803, kill 792, dominated 777, technology 769, thinking 763, together 760, from 759, four 753, stand 749, swallowed 743, backside 739, go 739, pirates 736, make 733, speech 720, were 716, may 701, after 697, live 693, or 682, cursed 675, so 666, anything 665, powers 645, dungeons 644, 4 632, bard 631, that 631, robes 623, history 622, member 614, are 613, living 594, dc 585, end 579, 1 565, lost 564, tendril 554, lift 542, normal 539, rest 538, flattened 526, sideways 525, covered 520, use 519, legends 516, travel 513, protection 509, needle 497, made 492, draconic 483, set 481, will 470, working 464, organs 461, lance 460, lizardfolk 458, people 453, 18 453, bikinis 447, object 445, dangerous 439, creatures 434, jaws 427, an 426, land 424, seasonal 419, coral 416, native 413, 5 412, suffering 409, shape 408, unique 405, peaceful 404, feed 395, lay 393, heads 393, release 391, more 390, being 389, way 388, violent 387, do 381, years 380, point 375, gods 375, they 373, who 367, get 365, how 363, as 357, some 356, many 356, maker 349, if 338, different 337, fey 328, rare 327, past 326, mental 324, effect 323, very 321, stealth 318, too 316, about 314, lined 303, saw 299, kelpie 297, have 297, performance 295, survival 289, extraterrestrial 285, through 281, its 281, strength 279, record 278, whole 278, die 276, 6 270, hit 269, whatever 266, starfish 266, has 265, weather 265, merfolk 264, each 260, damage 258, patches 257, upside 254, 10 250, neutral 245, between 242, getting 242, having 241, them 241, stinger 240, submerged 239, last 236, away 236, around 236, mermaids 233, prone 232, partially 228, into 227, attractive 226, shoulder 225, bond 222, parasites 219, limbs 219, wear 218, contact 217, flexibility 214, another 211, much 211, halfling 210, torso 205, climate 204, got 203, take 202, hour 202, crest 199, generation 199, gaining 196, target 196, against 195, sentient 195, own 194, rolls 194, reaching 193, invisible 192, risk 185, intimidation 184, don't 183, true 180, deception 179, primal 178, still 178, predators 178, telepathy 175, comfortable 175, others 173, 14 170, there 168, stingray 166, 13 165, acting 162, overall 158, next 157, even 154, everything 153, wearing 153, ending 152, either 151, level 150, trying 149, dd 149, almost 148, written 144, mothers 143, able 143, clan 141, related 140, effects 136, tusk 135, salt 135, never 133, same 132, giving 131, left 131, reach 131, fresh 130, main 130, houses 129, does 125, seasons 122, stats 122, save 121, sirens 121, those 121, hatch 120, shells 120, smaller 120, throw 119, devour 118, again 117, melee 115, also 114, climb 111, because 111, dex 110, protect 110, 100 110, tips 107, times 106, keep 104, grown 103, impossible 103, matter 103, turn 102, based 102, flowing 102, choice 102, fully 101, most 101, 15 100, when 100, paralyzed 100, choose 99, intelligence 99, lot 98, these 97, while 97, less 96, length 96, their 96, could 95, bonus 95, 21 94, flipper 94, psi 93, forms 92, would 92, without 92, solid 91, it's 90, turned 90, monstrous 90, investigation 88, unusual 87, than 87, medium 86, plus 85, poisoned 85, where 85, born 84, such 84, stay 83, saving 83, try 82, looking. 82, blinded 81, humanoids 81, blown 81, 50 80, 19 77, vision 76, possible 76, act 76, acrobatics 76, state 76, larger 76, lure 75, points 75, always 75, membrane 74, sensory 73, stunned 72, must 72, caves 72, 17 71, cuttlefish 70, above 68, start 68, 40 68, fused 67, makes 67, abyssal 67, might 67, knocked 66, 23 66, bodies 66, though 66, within 65, remains 64, genetic 63, connection 63, coated 62, betta 62, limited 62, eight 61, styles 60, structure 60, 22 60, bother 60, wisdom 60, 5e 59, hammerhead 59, fleshy 58, area 57, electrical 57, ones 57, breathe 56, ability 56, scarring 55, once 54, lightening 54, actually 54, learn 53, turns 52, which 51, seashells 51, enough 50, grapple 50, messages 50, leave 50, groups 50, surface 49, mostly 49, stronger 49, intelligent 47, hours 47, false 46, sometimes 45, clans 45, tribes 45, arranged 45, cha 44, gliding 44, abilities 44, boats 44, images 43, government 43, possess 43, jobs 43, homebrew 42, least 42, toxin 42, believe 42, waters 41, can't 41, lower 41, races 40, speeds 40, common 40, hooked 39, hatched 39, later 39, voices 38, far 38, nearly 37, every 36, current 36, discharge 35, healthy 35, lives 34, 3rd 34, slashing 33, total 33, starts 33, glide 33, ends 32, speak 32, doesn't 32, bloodline 31, females. 31, inch 31, feature 30, replica 30, meaning 30, mockmaid 30, become 28, several 28, radiant 28, barbels 27, backs 27, easily 27, 2nd 27, victims 27, constricting 27, broadsword 26, tipped 25, hits 25, already 25, happen 25, extended 25, maturity 25, produce 24, months 24, stun 24, attacks 24, 100% 24, repeat 23, heavily 23, alphas 23, opposite 23, difficult 23, survive 22, isn't 22, appearance 22, moves 22, 700 22, called 22, sense 22, since 21, seems 21, laws 21, bring 21, mariner 21, athletics 21, it. 20, 000 20, known 20, elvish 20, nan 20, takes 20, advantage 20, tend 19, echolocation 19, modesty 19, leaders 19, volts 19, sylvan 19, mistaken 19, loincloths 19, human-like 19, gives 19, varies 18, belong 18, guarded 18, + 18, cannot 18, allowed 18, minute 18, often 18, learned 18, trait 17, per 17, longer 17, ect. 17, primordial 17, myths 17, elders 17, narrow 17, keen 17, extension 17, oldest 17, perception 16, becoming 16, digits 16, until 16, didn't 16, contort 16, families 16, death. 16, mockman 15, nurturing 15, they're 15, actions 15, brightly 14, bio-luminescent 14, direct 14, knowing 14, actual 14, acts 14, morals 14, handful 13, decorate 13, usually 13, releasing 13, choosing 13, ancestors 13, eccentric 13, unless 13, 68 12, celebrations 12, bulletproof 12, seem 12, transverse 12, kilts 12, monstrosity 12, normally 12, 815 12, mutations 11, outrun 11, checks 11, int 11, anywhere 11, obscured 11, protruding 11, individual 11, itself 11, periods 11, str 11, prominent 11, started 11, languages 11, ft. 11, expulsion 11, needing 11, birthday. 11, attack. 10, esca 10, grappled 10, loosing 10, dies 10, barnacles 10, dimorphism 10, including 10, and/or 10, resemble 10, tails. 10, 200th 10, depending 10, merrow 10, mentally 10, 650 10, vital 10, preform 10, bloodthirsty 10, appear 10, creature. 10, equipped 9, leftover 9, centuries 9, successful 9, body. 9, keratin 9, charges 9, there's 9, cartilage 9, enable 9, constitution 9, lures 9, themselves 9, considered 9, them. 9, pose. 9, fishermen 9, lure's 8, piercings. 8, (but 8, creature's 8, smugglers 8, regenerate 8, cultures 8, mph) 8, lawful 8, believed 8, rostrum 8, weapons. 8, locathah 8, spoken 8, permanently 8, cat's 8, wombs 8, noticeable 8, water. 8, insight 8, condition 8, 2) 8, sharks. 8, resembles 8, internally 8, compared 8, two-handed 7, mockfolk 7, head. 7, throughout 7, immediate 7, enough. 7, physically 7, unhinge 7, birth. 7, fish. 7, they've 7, month. 7, fooled 7, 73 7, strongest 7, 790 7, armors 7, incredibly 7, wing-like 7, catfish-like 7, torsos 7, extend 7, compose 7, chose 7, (the 7, interact 7, species. 7, allow 7, exceptions 7, animals. 7, devolve 7, time. 7, creatures. 7, throws 7, (and 7, 250 7, sahuagin 6, 3-4 6, interactions 6, reserves 6, required 6, 2-3 6, maintain 6, observed 6, encompassing 6, 50% 6, themselves. 6, orcish 6, mannerisms 6, turtle-like 6, sawfish's 6, narwhal's 6, tooth. 6, (17 6, newtons) 6, kilograms 6, (1800 6, pounds) 6, (110 6, kilometers) 6, enough) 6, pound) 6, operational) 6, 80% 6, (only 6, enamel) 6, shape-shift 6, credible 6, (13 6, ft) 6, km/h 6, (430 6, ampullae 6, lorenzini 6, electroreception 6, electroception 6, telepathy/mind 6, relatives. 6, members. 6, (stay 6, safe). 6, mates. 6, occur 6, warlords. 6, descendants. 6, ones. 6, leaps 6, selecting 6, piranhas 6, hatching(s) 5, aquan 5, involve 5, 1. 5, left. 5, well. 5, sessions 5, births 5, oceanus 5, togas 5, "tusk" 5, punishments 5, additional 5, inches) 5, (between 5, sessions. 5, obese. 5, mohawk-like 5, counterparts. 5, composites 5, barb. 5, acceptable 5, fins. 5, pelvic/anal 5, frog-like 5, adapt 5, cephalopoid 5, behalf 5, eel-like 5, water's 5, distances 5, considerable 5, although 5, self-propelled 5, fin. 5, shell. 5, torso's 5, neck-length 5, (12-52) 5, 4-5 5, withhold 5, breast-milk 5, predigested 5, deeds 5, meats. 5, self-subsistent 5, fend 5, body-length 5, communicate 5, surface. 5, ago. 5, sufficient 5, urchins 4, 3) 4, susceptible 4, shot. 4, willingly 4, histories 4, accomplishments 4, bludgeoning 4, succeed 4, regenerate. 4, appearance: 4, bullywug 4, langue 4, (1 4, presumably 4, underwater. 4, action. 4, hasn't 4, array 4, specimens 4, strengthen 4, disadvantage 4, better. 4, (a 4, tempered 4, sand-dollars 3, bacteria. 3, illnesses 3, ferrymen 3, waters. 3, migrate 3, it'd 3, magics. 3, types. 3, wield. 3, species-wide 3, clan. 3, possibilities; 3, lifetime. 3, name. 3, ancestors. 3, parent's 3, legacies. 3, skum 3, race. 3, medallions 3, unthinking 3, ink. 3, surfaces 3, magically 3, transmit 3, mockmaiden 3, meters. 3, subsequent 3, individual. 3, another. 3, 4) 3, mutilations. 3, wis 3, necrotic 3, anymore. 3, religions 3, teeth. 3, kuo-toa 3, deafened 3, suction-cups 3, secretes 3, semi-immortal 3, damage. 3, significant 3, what. 3, victim. 3, requires 3, age. 3, ends. 3, function 3, neural 3, raspy 3, perpetual 3, indefinitely 3, moist. 3, toxic. 3, trenches. 3, adapted 3, harsher 3, guttural. 3, still. 3, swallow. 3, had) 3, smarter 3, effectively 3, forcefully. 3, (especially 3, descendants). 3, world-wide 3, mafias. 3, salvaged 3, shipwrecked. 3, (dead 3, alive) 3, (4d6 2, prone. 2, (2d8 2, (5d6) 2, minute. 2, success. 2, slam. 2, (3d6 2, multiattack/fist.:the 2, 2-4 2, attacks: 2, +9 2, (3d10 2, 6) 2, constrict. 2, (2d10 2, zaratani 2, (escape 2, 16) 2, tentacles/slam.:one 2, paralyzed. 2, slams 2, tritons 2, (2d6 2, mockmaid's 2, turn. 2, stunned. 2, tendril/whiskers. 2, 15). 2, cloud:(recharges 2, rest). 2, 20- 2, foot-radius 2, extends 2, octopus(on 2, mockmaiden's 2, head) 2, disperse 2, nereids 2, attack/gore.:melee 2, (1d8 2, (3d8 2, grappling. 2, (6d6) 2, turns. 2, climb. 2, wastrilith 2, ceilings 2, check. 2, telepathy. 2, morkoths 2, rusalkas 2, telepathically 2, races/species. 2, regeneration. 2, regains 2, 10(-1 2, turn) 2, mating(s) 2, krakens 2, marids 2, shark's 2, "hammer" 2, distinctive 2, acute 2, avoided. 2, virtually 2, impossible.) 2, hags 2, sirines 2, hit: 2, (5d6 2, swipe/sting.:the 2, +7 2, aboleths 2, mockmaidens 2, extensive 2, vodyanoi 2, human-sized 2, well-being. 2, origin. 2, attractive. 2, proven. 2, elder/outer 2, ixitxachitl 2, limited) 2, mythologies 2, races. 2, illicium) 2, false-lure. 2, ixixachitl. 2, actively 2, classes. 2, brands. 2, paladins. 2, "schools" 2, births) 2, "semi-immortal" 2, outnumber 2, regress. 2, lures. 2, territories. 2, beneficial 2, copepods 2, predominately 2, blind. 2, mockmaid/mockmaidens 2, (females 2, mockfolk) 2, class:17 2, points:16d10 2, (158) 2, speed:30 2, (+4) 2, (+1) 2, (0) 2, throws:str 2, +6 2, +4 2, +2 2, +1 2, skills:persuasion 2, +11 2, +13 2, +5 2, animal-handling 2, +8 2, +10 2, vulnerabilities:acid 2, resistances:acid 2, immunities:slashing 2, adorn 2, immunities:blinded 2, languages:deep 2, dwarvish 2, gnomish 2, undercommon 2, challenge:15 2, (13000 2, xp) 2, appearance.:while 2, mud/sand 2, indistinguishable 2, sea-monsters 2, aquatic/sea 2, amphibious.:the 2, hearing. 2, :the 2, (perception) 2, rely 2, frenzy. 2, bite. 2, :melee 2, attack: 2, target. 2, resistances 1, ------------ 1, vulnerabilities 1, https://orcpub2.com/pages/dnd/5e/monsters/mockmaid-mockmaidens-females-of-mockfolk- 1, immunities 1
https://orcpub2.com/pages/dnd/5e/monsters/mockmaid-mock...
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Mockmaid/Mockmaidens (females of Mockfolk)
Large monstrosity, lawful neutral
Armor Class:17
Hit Points:16d10 + 73 (158)
Speed:30 ft., fly 40 ft., swim 50 ft., climb 10 ft.
STR
18 (+4)
DEX
13 (+1)
CON
19 (+4)
INT
10 (0)
WIS
13 (+1)
CHA
18 (+4)
Saving Throws:Str +6, Con +4, Dex 0, Int 0, Wis +2, Cha +1
Skills:Persuasion +11, Investigation +2, Acrobatics +1, Performance +13, Perception +5, Survival +5, Animal-handling +2, Nature +1, Deception +8, Intimidation +10, Athletics +6, Insight NaN, Stealth +10
Damage Vulnerabilities:acid, cold, fire, lightning, necrotic, radiant
Damage Resistances:acid, cold, fire, lightning, necrotic, radiant
Damage Immunities:slashing, poison, piercing, bludgeoning
Condition Immunities:blinded, deafened, stunned, unconscious, invisible
Languages:deep speech, orc, dwarvish, gnomish, sylvan, elvish, abyssal, common, undercommon, primordial, giant, halfling, goblin
Challenge:15 (13000 XP)
False Appearance.:While the Mockmaid remains submerged in water or mud/sand, it is indistinguishable from a normal humanoid, such as a member of the merfolk, sirens, skum, aquatic/sea elf, ect.
Amphibious.:The monster can breathe air and water.
Keen Hearing. :The creature has advantage on Wisdom (Perception) checks that rely on hearing.
Blood Frenzy. :The creature has advantage on melee attack rolls against any creature that doesn't have all its hit points but only underwater.
Actions
Bite. :Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.
Tail Swipe/Sting.:The Mockmaid makes one tail attack. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Slam. :Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
Multiattack/Fist.:The mockmaiden makes 2-4 attacks: one each with its four arms and/or two with a 2 two-handed weapons. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Constrict. :Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the mockmaid isn't already constricting a creature, and the target is restrained until this grapple ends.
Tentacles/slam.:One creature grappled by the Mockmaiden must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The Mockmaid slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the mockmaid's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
Tendril/Whiskers. :Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the Mockmaid can't use the same tendril on another target.
Ink Cloud:(Recharges after a Short or Long Rest). A 20- foot-radius cloud of ink extends all around the octopus(on the back of the Mockmaiden's lure head) if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the creature can use the Dash action as a bonus action.
Legendary Actions
Saw Tusk Attack/Gore.:Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Swallow. :The mockmaid makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the mockmaiden, and it takes 21 (6d6) acid damage at the start of each of the mockmaid's turns. A mockman can have only one creature swallowed at a time.
Amphibian Climb. :The Mockmaid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Creature must keep at least 3 point of contact with a surface to maintain the climb.
Limited Telepathy. :The Mockmaid can magically transmit messages and images to any member of their own species as long as they are related and within 250 feet of it. This form of telepathy doesn't allow the creature to telepathically communicate to other races/species.
Regeneration. :The creature regains 10(-1 DEX each subsequent turn) hit points at the start of its turn. If the creature takes acid, fire, cold, or lightening damage, this trait doesn't function at the start of the Mockmaiden's next turn. The monster dies only if it starts its turn with 0 hit points and doesn't regenerate.

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

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

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

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

Keywords
male 1,207,413, female 1,097,793, canine 193,631, dragon 150,727, human 109,699, feral 94,752, young 69,336, oral 68,273, feet 53,627, tail 51,589, males 43,692, straight 41,977, fat 39,775, bird 38,471, m 29,287, big 26,451, monster 25,807, females 25,059, pregnant 23,680, blood 21,381, traditional 21,340, tentacles 20,578, clothing 19,505, shark 18,589, water 17,232, the 16,946, muscles 16,661, night 16,432, tails 16,381, humanoid 16,291, death 12,535, color 11,951, teeth 11,853, fire 11,833, outside 11,659, mother 11,561, little 10,809, growth 10,209, adopt 9,941, turtle 9,839, legs 9,831, original 9,807, piercing 9,600, armor 9,392, school 8,982, underwater 8,981, spread 8,654, colored 8,429, ears 7,643, open 7,393, and 7,346, large 7,039, shiny 6,982, rarity 6,944, giant 6,921, size 6,909, family 6,861, sheet 6,561, soft 6,485, sea 6,446, up 6,423, jewelry 6,378, eyes 6,334, of 6,294, any 6,196, mating 6,032, eating 5,870, chest 5,785, creature 5,639, hard 5,631, weapon 5,611, ink 5,531, tribal 5,478, restrained 5,229, difference 5,162, all 5,091, dragons 4,975, elf 4,906, inside 4,701, scales 4,483, eggs 4,440, in 4,399, action 4,374, flat 4,269, body 4,264, turtles 4,239, on 4,128, nature 4,099, short 3,927, hands 3,851, back 3,838, long 3,706, amphibian 3,644, birth 3,620, skull 3,604, tattoos 3,591, a 3,497, to 3,412, chameleon 3,327, dead 3,316, whiskers 3,301, dnd 3,275, is 3,266, sexual 3,195, head 3,087, aquatic 3,048, swallow 3,031, prey 2,960, goblin 2,950, new 2,856, cloud 2,842, nose 2,799, skeleton 2,795, cover 2,794, general 2,706, spikes 2,684, for 2,665, children 2,649, full 2,639, none 2,611, old 2,584, arms 2,569, weight 2,482, other 2,476, looking 2,468, control 2,460, dungeons and dragons 2,425, older 2,385, animals 2,265, down 2,264, at 2,256, bite 2,254, out 2,170, gain 2,075, reading 2,052, regression 2,039, off 2,014, deep 2,012, heavy 1,984, time 1,981, cold 1,962, show 1,952, bones 1,895, species 1,874, power 1,836, world 1,819, 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759, four 753, stand 749, swallowed 743, backside 739, go 739, pirates 736, make 733, speech 720, were 716, may 701, after 697, live 693, or 682, cursed 675, so 666, anything 665, powers 645, dungeons 644, 4 632, bard 631, that 631, robes 623, history 622, member 614, are 613, living 594, dc 585, end 579, 1 565, lost 564, tendril 554, lift 542, normal 539, rest 538, flattened 526, sideways 525, covered 520, use 519, legends 516, travel 513, protection 509, needle 497, made 492, draconic 483, set 481, will 470, working 464, organs 461, lance 460, lizardfolk 458, people 453, 18 453, bikinis 447, object 445, dangerous 439, creatures 434, jaws 427, an 426, land 424, seasonal 419, coral 416, native 413, 5 412, suffering 409, shape 408, unique 405, peaceful 404, feed 395, lay 393, heads 393, release 391, more 390, being 389, way 388, violent 387, do 381, years 380, point 375, gods 375, they 373, who 367, get 365, how 363, as 357, some 356, many 356, maker 349, if 338, different 337, fey 328, rare 327, past 326, mental 324, effect 323, very 321, stealth 318, too 316, about 314, lined 303, saw 299, kelpie 297, have 297, performance 295, survival 289, extraterrestrial 285, through 281, its 281, strength 279, record 278, whole 278, die 276, 6 270, hit 269, whatever 266, starfish 266, has 265, weather 265, merfolk 264, each 260, damage 258, patches 257, upside 254, 10 250, neutral 245, between 242, getting 242, having 241, them 241, stinger 240, submerged 239, last 236, away 236, around 236, mermaids 233, prone 232, partially 228, into 227, attractive 226, shoulder 225, bond 222, parasites 219, limbs 219, wear 218, contact 217, flexibility 214, another 211, much 211, halfling 210, torso 205, climate 204, got 203, take 202, hour 202, crest 199, generation 199, gaining 196, target 196, against 195, sentient 195, own 194, rolls 194, reaching 193, invisible 192, risk 185, intimidation 184, don't 183, true 180, deception 179, primal 178, still 178, predators 178, telepathy 175, comfortable 175, others 173, 14 170, there 168, stingray 166, 13 165, acting 162, overall 158, next 157, even 154, everything 153, wearing 153, ending 152, either 151, level 150, trying 149, dd 149, almost 148, written 144, mothers 143, able 143, clan 141, related 140, effects 136, tusk 135, salt 135, never 133, same 132, giving 131, left 131, reach 131, fresh 130, main 130, houses 129, does 125, seasons 122, stats 122, save 121, sirens 121, those 121, hatch 120, shells 120, smaller 120, throw 119, devour 118, again 117, melee 115, also 114, climb 111, because 111, dex 110, protect 110, 100 110, tips 107, times 106, keep 104, grown 103, impossible 103, matter 103, turn 102, based 102, flowing 102, choice 102, fully 101, most 101, 15 100, when 100, paralyzed 100, choose 99, intelligence 99, lot 98, these 97, while 97, less 96, length 96, their 96, could 95, bonus 95, 21 94, flipper 94, psi 93, forms 92, would 92, without 92, solid 91, it's 90, turned 90, monstrous 90, investigation 88, 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44, boats 44, images 43, government 43, possess 43, jobs 43, homebrew 42, least 42, toxin 42, believe 42, waters 41, can't 41, lower 41, races 40, speeds 40, common 40, hooked 39, hatched 39, later 39, voices 38, far 38, nearly 37, every 36, current 36, discharge 35, healthy 35, lives 34, 3rd 34, slashing 33, total 33, starts 33, glide 33, ends 32, speak 32, doesn't 32, bloodline 31, females. 31, inch 31, feature 30, replica 30, meaning 30, mockmaid 30, become 28, several 28, radiant 28, barbels 27, backs 27, easily 27, 2nd 27, victims 27, constricting 27, broadsword 26, tipped 25, hits 25, already 25, happen 25, extended 25, maturity 25, produce 24, months 24, stun 24, attacks 24, 100% 24, repeat 23, heavily 23, alphas 23, opposite 23, difficult 23, survive 22, isn't 22, appearance 22, moves 22, 700 22, called 22, sense 22, since 21, seems 21, laws 21, bring 21, mariner 21, athletics 21, it. 20, 000 20, known 20, elvish 20, nan 20, takes 20, advantage 20, tend 19, echolocation 19, modesty 19, leaders 19, volts 19, sylvan 19, mistaken 19, loincloths 19, human-like 19, gives 19, varies 18, belong 18, guarded 18, + 18, cannot 18, allowed 18, minute 18, often 18, learned 18, trait 17, per 17, longer 17, ect. 17, primordial 17, myths 17, elders 17, narrow 17, keen 17, extension 17, oldest 17, perception 16, becoming 16, digits 16, until 16, didn't 16, contort 16, families 16, death. 16, mockman 15, nurturing 15, they're 15, actions 15, brightly 14, bio-luminescent 14, direct 14, knowing 14, actual 14, acts 14, morals 14, handful 13, decorate 13, usually 13, releasing 13, choosing 13, ancestors 13, eccentric 13, unless 13, 68 12, celebrations 12, bulletproof 12, seem 12, transverse 12, kilts 12, monstrosity 12, normally 12, 815 12, mutations 11, outrun 11, checks 11, int 11, anywhere 11, obscured 11, protruding 11, individual 11, itself 11, periods 11, str 11, prominent 11, started 11, languages 11, ft. 11, expulsion 11, needing 11, birthday. 11, attack. 10, esca 10, grappled 10, loosing 10, dies 10, barnacles 10, dimorphism 10, including 10, and/or 10, resemble 10, tails. 10, 200th 10, depending 10, merrow 10, mentally 10, 650 10, vital 10, preform 10, bloodthirsty 10, appear 10, creature. 10, equipped 9, leftover 9, centuries 9, successful 9, body. 9, keratin 9, charges 9, there's 9, cartilage 9, enable 9, constitution 9, lures 9, themselves 9, considered 9, them. 9, pose. 9, fishermen 9, lure's 8, piercings. 8, (but 8, creature's 8, smugglers 8, regenerate 8, cultures 8, mph) 8, lawful 8, believed 8, rostrum 8, weapons. 8, locathah 8, spoken 8, permanently 8, cat's 8, wombs 8, noticeable 8, water. 8, insight 8, condition 8, 2) 8, sharks. 8, resembles 8, internally 8, compared 8, two-handed 7, mockfolk 7, head. 7, throughout 7, immediate 7, enough. 7, physically 7, unhinge 7, birth. 7, fish. 7, they've 7, month. 7, fooled 7, 73 7, strongest 7, 790 7, armors 7, incredibly 7, wing-like 7, catfish-like 7, torsos 7, extend 7, compose 7, chose 7, (the 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pelvic/anal 5, frog-like 5, adapt 5, cephalopoid 5, behalf 5, eel-like 5, water's 5, distances 5, considerable 5, although 5, self-propelled 5, fin. 5, shell. 5, torso's 5, neck-length 5, (12-52) 5, 4-5 5, withhold 5, breast-milk 5, predigested 5, deeds 5, meats. 5, self-subsistent 5, fend 5, body-length 5, communicate 5, surface. 5, ago. 5, sufficient 5, urchins 4, 3) 4, susceptible 4, shot. 4, willingly 4, histories 4, accomplishments 4, bludgeoning 4, succeed 4, regenerate. 4, appearance: 4, bullywug 4, langue 4, (1 4, presumably 4, underwater. 4, action. 4, hasn't 4, array 4, specimens 4, strengthen 4, disadvantage 4, better. 4, (a 4, tempered 4, sand-dollars 3, bacteria. 3, illnesses 3, ferrymen 3, waters. 3, migrate 3, it'd 3, magics. 3, types. 3, wield. 3, species-wide 3, clan. 3, possibilities; 3, lifetime. 3, name. 3, ancestors. 3, parent's 3, legacies. 3, skum 3, race. 3, medallions 3, unthinking 3, ink. 3, surfaces 3, magically 3, transmit 3, mockmaiden 3, meters. 3, subsequent 3, individual. 3, another. 3, 4) 3, mutilations. 3, wis 3, necrotic 3, anymore. 3, religions 3, teeth. 3, kuo-toa 3, deafened 3, suction-cups 3, secretes 3, semi-immortal 3, damage. 3, significant 3, what. 3, victim. 3, requires 3, age. 3, ends. 3, function 3, neural 3, raspy 3, perpetual 3, indefinitely 3, moist. 3, toxic. 3, trenches. 3, adapted 3, harsher 3, guttural. 3, still. 3, swallow. 3, had) 3, smarter 3, effectively 3, forcefully. 3, (especially 3, descendants). 3, world-wide 3, mafias. 3, salvaged 3, shipwrecked. 3, (dead 3, alive) 3, (4d6 2, prone. 2, (2d8 2, (5d6) 2, minute. 2, success. 2, slam. 2, (3d6 2, multiattack/fist.:the 2, 2-4 2, attacks: 2, +9 2, (3d10 2, 6) 2, constrict. 2, (2d10 2, zaratani 2, (escape 2, 16) 2, tentacles/slam.:one 2, paralyzed. 2, slams 2, tritons 2, (2d6 2, mockmaid's 2, turn. 2, stunned. 2, tendril/whiskers. 2, 15). 2, cloud:(recharges 2, rest). 2, 20- 2, foot-radius 2, extends 2, octopus(on 2, mockmaiden's 2, head) 2, disperse 2, nereids 2, attack/gore.:melee 2, (1d8 2, (3d8 2, grappling. 2, (6d6) 2, turns. 2, climb. 2, wastrilith 2, ceilings 2, check. 2, telepathy. 2, morkoths 2, rusalkas 2, telepathically 2, races/species. 2, regeneration. 2, regains 2, 10(-1 2, turn) 2, mating(s) 2, krakens 2, marids 2, shark's 2, "hammer" 2, distinctive 2, acute 2, avoided. 2, virtually 2, impossible.) 2, hags 2, sirines 2, hit: 2, (5d6 2, swipe/sting.:the 2, +7 2, aboleths 2, mockmaidens 2, extensive 2, vodyanoi 2, human-sized 2, well-being. 2, origin. 2, attractive. 2, proven. 2, elder/outer 2, ixitxachitl 2, limited) 2, mythologies 2, races. 2, illicium) 2, false-lure. 2, ixixachitl. 2, actively 2, classes. 2, brands. 2, paladins. 2, "schools" 2, births) 2, "semi-immortal" 2, outnumber 2, regress. 2, lures. 2, territories. 2, beneficial 2, copepods 2, predominately 2, blind. 2, mockmaid/mockmaidens 2, (females 2, mockfolk) 2, class:17 2, points:16d10 2, (158) 2, speed:30 2, (+4) 2, (+1) 2, (0) 2, throws:str 2, +6 2, +4 2, +2 2, +1 2, skills:persuasion 2, +11 2, +13 2, +5 2, animal-handling 2, +8 2, +10 2, vulnerabilities:acid 2, resistances:acid 2, immunities:slashing 2, adorn 2, immunities:blinded 2, languages:deep 2, dwarvish 2, gnomish 2, undercommon 2, challenge:15 2, (13000 2, xp) 2, appearance.:while 2, mud/sand 2, indistinguishable 2, sea-monsters 2, aquatic/sea 2, amphibious.:the 2, hearing. 2, :the 2, (perception) 2, rely 2, frenzy. 2, bite. 2, :melee 2, attack: 2, target. 2, resistances 1, ------------ 1, vulnerabilities 1, https://orcpub2.com/pages/dnd/5e/monsters/mockmaid-mockmaidens-females-of-mockfolk- 1, immunities 1
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Published: 5 years, 11 months ago
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Makareno
5 years, 11 months ago
What the fuck...
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