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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 1301873, female 1184244, canine 213463, dragon 162240, human 112110, feral 107010, young 82948, oral 73397, tail 62643, feet 62232, males 45978, straight 44317, fat 43985, bird 42083, m 30987, monster 28346, big 26391, pregnant 25979, females 25808, blood 23585, clothing 23189, traditional 21937, tentacles 21620, shark 19980, humanoid 18979, water 18802, night 18441, muscles 17571, tails 17454, the 17059, teeth 15024, outside 14098, death 13992, fire 12694, mother 12568, adopt 12527, color 12102, legs 11936, piercing 10936, growth 10867, little 10568, original 10504, turtle 10348, armor 10205, school 9882, spread 9110, colored 9071, underwater 9023, ears 8878, open 8382, shiny 7733, family 7606, jewelry 7517, and 7507, giant 7432, rarity 7241, soft 7230, size 7150, sea 7114, eyes 6909, sheet 6870, large 6607, up 6541, chest 6503, any 6415, eating 6387, of 6340, weapon 6315, mating 6278, hard 6271, creature 6196, restrained 5956, tribal 5939, ink 5730, inside 5562, difference 5500, dragons 5345, scales 5244, elf 5243, all 5163, flat 4820, nature 4768, eggs 4760, in 4525, action 4469, body 4445, on 4350, short 4273, hands 4247, turtles 4237, back 4109, amphibian 4031, birth 4014, skull 4002, whiskers 3834, long 3767, tattoos 3753, dnd 3696, dead 3690, a 3689, prey 3658, to 3589, goblin 3554, chameleon 3538, sexual 3498, spikes 3404, swallow 3356, head 3345, cloud 3342, aquatic 3260, is 3258, nose 3226, full 2978, new 2962, cover 2943, children 2937, general 2918, skeleton 2915, arms 2848, weight 2775, looking 2747, for 2737, none 2652, dungeons and dragons 2594, old 2592, bite 2526, older 2471, control 2461, other 2382, down 2380, gain 2355, at 2313, out 2274, reading 2254, only 2208, animals 2166, bones 2161, heavy 2158, regression 2149, show 2142, deep 2086, time 2075, off 2065, cold 2035, species 1978, lightning 1962, birthing 1933, mixed 1901, power 1890, world 1885, miles 1884, mind 1862, colors 1848, younger 1813, infinite 1799, change 1730, execution 1690, life 1674, it 1649, orc 1623, electric 1607, fins 1607, growing 1606, challenge 1588, no 1558, with 1554, look 1545, attack 1537, age 1488, swim 1480, weapons 1456, 2 1443, force 1435, extreme 1427, eat 1424, dash 1346, fly 1336, shell 1290, womb 1272, mutation 1258, bigger 1236, hiding 1194, air 1193, over 1174, grow 1169, form 1151, not 1124, jump 1119, by 1117, changing 1107, hunting 1106, one 1103, care 1097, powerful 1089, unconscious 1072, great 1067, two 1051, swimsuits 1017, self 999, 3 997, legendary 995, used 988, acid 979, pups 966, tip 965, this 952, mates 947, rogue 946, poison 942, thing 933, ancient 933, technology 932, class 921, year 920, dominated 897, sharp 863, can 862, but 860, four 858, kill 855, fin 850, con 848, live 848, half 848, be 847, mate 843, thinking 832, together 828, speech 815, backside 814, like 809, 4 802, stand 800, swallowed 799, from 796, cursed 770, pirates 765, organs 761, robes 758, make 758, may 752, go 747, were 730, after 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303, merfolk 303, through 303, record 299, extraterrestrial 298, its 296, have 294, patches 291, bond 290, strength 287, between 285, weather 281, around 279, whole 279, getting 279, hit 279, prone 278, 6 275, each 275, has 273, damage 272, submerged 270, die 267, upside 266, stinger 265, whatever 263, 10 262, having 256, neutral 251, reaching 249, partially 248, limbs 247, away 243, them 242, attractive 240, mermaids 235, last 235, shoulder 235, parasites 233, sentient 232, contact 232, flexibility 230, into 229, another 218, wear 218, torso 215, invisible 214, rolls 211, got 211, crest 209, much 209, against 208, own 208, target 207, gaining 204, generation 204, take 204, risk 203, halfling 203, telepathy 201, hour 199, intimidation 199, deception 198, primal 197, wearing 193, others 192, comfortable 188, predators 187, true 182, overall 182, still 180, 13 177, don't 174, there 173, 14 171, next 169, stingray 169, written 168, ending 164, level 163, acting 163, trying 161, less 160, intelligence 158, everything 156, even 153, dd 152, same 151, clan 151, either 151, almost 150, tusk 148, related 147, mothers 147, able 145, houses 145, reach 142, effects 142, salt 139, main 138, left 133, fresh 133, does 132, shells 132, seasons 131, sirens 130, never 130, stats 129, giving 129, devour 127, save 126, smaller 125, hatch 124, climb 123, throw 123, those 121, dex 121, melee 120, tips 118, 100 118, also 115, protect 113, length 113, impossible 113, again 113, solid 113, intelligent 112, paralyzed 112, because 110, flowing 108, fully 107, turn 107, matter 107, most 106, keep 106, while 106, choose 106, 15 106, investigation 105, times 104, flipper 104, grown 103, based 101, choice 101, lot 101, poisoned 100, their 99, bonus 98, psi 97, 21 96, forms 96, larger 96, when 96, would 95, these 95, medium 93, monstrous 93, could 92, without 92, sensory 92, unusual 92, plus 91, it's 90, turned 90, membrane 90, points 89, stay 88, saving 88, stunned 87, where 86, lure 85, within 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torsos 7, unhinge 7, interactions 7, encompassing 6, descendants. 6, mates. 6, occur 6, warlords. 6, births 6, maintain 6, themselves. 6, 3-4 6, orcish 6, mannerisms 6, reserves 6, 50% 6, piranhas 6, togas 6, turtle-like 6, ones. 6, sawfish's 6, narwhal's 6, (17 6, newtons) 6, kilograms 6, (1800 6, pounds) 6, (110 6, kilometers) 6, enough) 6, pound) 6, operational) 6, 80% 6, (only 6, enamel) 6, shape-shift 6, credible 6, (13 6, ft) 6, km/h 6, (430 6, ampullae 6, lorenzini 6, electroreception 6, electroception 6, telepathy/mind 6, relatives. 6, members. 6, (stay 6, safe). 6, selecting 6, 2-3 6, sahuagin 6, ago. 5, although 5, self-subsistent 5, aquan 5, 1. 5, punishments 5, sessions 5, left. 5, hatching(s) 5, disadvantage 5, deeds 5, fend 5, acceptable 5, sessions. 5, considerable 5, distances 5, water's 5, eel-like 5, behalf 5, cephalopoid 5, (12-52) 5, self-propelled 5, frog-like 5, pelvic/anal 5, fins. 5, barb. 5, composites 5, counterparts. 5, mohawk-like 5, obese. 5, 4-5 5, (between 5, inches) 5, fin. 5, "tusk" 5, shell. 5, involve 5, torso's 5, withhold 5, additional 5, oceanus 5, well. 5, neck-length 5, predigested 5, surface. 5, meats. 5, body-length 5, susceptible 4, succeed 4, deafened 4, underwater. 4, hasn't 4, requires 4, specimens 4, strengthen 4, (a 4, communicate 4, perpetual 4, regenerate. 4, appearance: 4, bullywug 4, religions 4, adapt 4, better. 4, willingly 4, urchins 4, sufficient 4, histories 4, accomplishments 4, tempered 4, 3) 4, action. 4, bludgeoning 4, what. 4, presumably 4, (1 4, langue 4, shot. 4, migrate 3, it'd 3, forcefully. 3, types. 3, wield. 3, species-wide 3, clan. 3, possibilities; 3, still. 3, transmit 3, lifetime. 3, magically 3, ancestors. 3, parent's 3, legacies. 3, guttural. 3, ends. 3, harsher 3, adapted 3, toxic. 3, surfaces 3, moist. 3, indefinitely 3, trenches. 3, had) 3, illnesses 3, function 3, magics. 3, unthinking 3, individual. 3, another. 3, mutilations. 3, necrotic 3, name. 3, 4) 3, kuo-toa 3, krakens 3, teeth. 3, suction-cups 3, age. 3, mockmaiden 3, medallions 3, race. 3, ink. 3, effectively 3, meters. 3, significant 3, victim. 3, damage. 3, subsequent 3, neural 3, secretes 3, bacteria. 3, skum 3, swallow. 3, semi-immortal 3, (especially 3, descendants). 3, world-wide 3, mafias. 3, salvaged 3, shipwrecked. 3, (dead 3, alive) 3, sand-dollars 3, raspy 3, wis 3, ferrymen 3, waters. 3, nereids 2, extensive 2, anymore. 2, smarter 2, regress. 2, mockmaidens 2, mockmaid/mockmaidens 2, (females 2, mockfolk) 2, class:17 2, points:16d10 2, (158) 2, speed:30 2, (+4) 2, (+1) 2, (0) 2, throws:str 2, +6 2, +4 2, +2 2, +1 2, skills:persuasion 2, +11 2, +13 2, +5 2, animal-handling 2, +8 2, +10 2, vulnerabilities:acid 2, resistances:acid 2, immunities:slashing 2, immunities:blinded 2, languages:deep 2, dwarvish 2, gnomish 2, undercommon 2, challenge:15 2, (13000 2, xp) 2, appearance.:while 2, mud/sand 2, indistinguishable 2, aquatic/sea 2, amphibious.:the 2, hearing. 2, :the 2, (perception) 2, rely 2, frenzy. 2, bite. 2, :melee 2, attack: 2, target. 2, hit: 2, (5d6 2, swipe/sting.:the 2, +7 2, (4d6 2, prone. 2, (2d8 2, (5d6) 2, minute. 2, success. 2, slam. 2, (3d6 2, multiattack/fist.:the 2, 2-4 2, attacks: 2, +9 2, (3d10 2, 6) 2, constrict. 2, (2d10 2, (escape 2, 16) 2, tentacles/slam.:one 2, paralyzed. 2, slams 2, (2d6 2, mockmaid's 2, turn. 2, stunned. 2, tendril/whiskers. 2, 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, 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, wastrilith 2, morkoths 2, rusalkas 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, births) 2, "schools" 2, paladins. 2, brands. 2, classes. 2, actively 2, races. 2, mythologies 2, limited) 2, elder/outer 2, proven. 2, origin. 2, well-being. 2, human-sized 2, immunities 1, https://orcpub2.com/pages/dnd/5e/monsters/mockmaid-mockmaidens-females-of-mockfolk- 1, resistances 1, ------------ 1, vulnerabilities 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 1,301,873, female 1,184,244, canine 213,463, dragon 162,240, human 112,110, feral 107,010, young 82,948, oral 73,397, tail 62,643, feet 62,232, males 45,978, straight 44,317, fat 43,985, bird 42,083, m 30,987, monster 28,346, big 26,391, pregnant 25,979, females 25,808, blood 23,585, clothing 23,189, traditional 21,937, tentacles 21,620, shark 19,980, humanoid 18,979, water 18,802, night 18,441, muscles 17,571, tails 17,454, the 17,059, teeth 15,024, outside 14,098, death 13,992, fire 12,694, mother 12,568, adopt 12,527, color 12,102, legs 11,936, piercing 10,936, growth 10,867, little 10,568, original 10,504, turtle 10,348, armor 10,205, school 9,882, spread 9,110, colored 9,071, underwater 9,023, ears 8,878, open 8,382, shiny 7,733, family 7,606, jewelry 7,517, and 7,507, giant 7,432, rarity 7,241, soft 7,230, size 7,150, sea 7,114, eyes 6,909, sheet 6,870, large 6,607, up 6,541, chest 6,503, any 6,415, eating 6,387, of 6,340, weapon 6,315, mating 6,278, hard 6,271, creature 6,196, restrained 5,956, tribal 5,939, ink 5,730, inside 5,562, difference 5,500, dragons 5,345, scales 5,244, elf 5,243, all 5,163, flat 4,820, nature 4,768, eggs 4,760, in 4,525, action 4,469, body 4,445, on 4,350, short 4,273, hands 4,247, turtles 4,237, back 4,109, amphibian 4,031, birth 4,014, skull 4,002, whiskers 3,834, long 3,767, tattoos 3,753, dnd 3,696, dead 3,690, a 3,689, prey 3,658, to 3,589, goblin 3,554, chameleon 3,538, sexual 3,498, spikes 3,404, swallow 3,356, head 3,345, cloud 3,342, aquatic 3,260, is 3,258, nose 3,226, full 2,978, new 2,962, cover 2,943, children 2,937, general 2,918, skeleton 2,915, arms 2,848, weight 2,775, looking 2,747, for 2,737, none 2,652, dungeons and dragons 2,594, old 2,592, bite 2,526, older 2,471, control 2,461, other 2,382, down 2,380, gain 2,355, at 2,313, out 2,274, reading 2,254, only 2,208, animals 2,166, bones 2,161, heavy 2,158, regression 2,149, show 2,142, deep 2,086, time 2,075, off 2,065, cold 2,035, species 1,978, lightning 1,962, birthing 1,933, mixed 1,901, power 1,890, world 1,885, miles 1,884, mind 1,862, colors 1,848, younger 1,813, infinite 1,799, change 1,730, execution 1,690, life 1,674, it 1,649, orc 1,623, electric 1,607, fins 1,607, growing 1,606, challenge 1,588, no 1,558, with 1,554, look 1,545, attack 1,537, age 1,488, swim 1,480, weapons 1,456, 2 1,443, force 1,435, extreme 1,427, eat 1,424, dash 1,346, fly 1,336, shell 1,290, womb 1,272, mutation 1,258, bigger 1,236, hiding 1,194, air 1,193, over 1,174, grow 1,169, form 1,151, not 1,124, jump 1,119, by 1,117, changing 1,107, hunting 1,106, one 1,103, care 1,097, powerful 1,089, unconscious 1,072, great 1,067, two 1,051, swimsuits 1,017, self 999, 3 997, legendary 995, used 988, acid 979, pups 966, tip 965, this 952, mates 947, rogue 946, poison 942, thing 933, ancient 933, technology 932, class 921, year 920, dominated 897, sharp 863, can 862, but 860, four 858, kill 855, fin 850, con 848, live 848, half 848, be 847, mate 843, thinking 832, together 828, speech 815, backside 814, like 809, 4 802, stand 800, swallowed 799, from 796, cursed 770, pirates 765, organs 761, robes 758, make 758, may 752, go 747, were 730, after 727, or 685, powers 674, so 668, dungeons 667, bard 646, living 646, dc 636, normal 634, that 629, are 624, member 616, lost 612, draconic 604, lift 603, sideways 596, end 593, anything 591, history 589, tendril 583, use 565, rest 562, covered 562, 1 560, flattened 552, travel 552, needle 538, object 533, made 526, legends 519, set 519, protection 512, working 496, coral 496, bikinis 488, lizardfolk 479, very 472, will 469, people 469, creatures 466, lance 465, suffering 462, 18 456, dangerous 452, peaceful 452, release 448, native 440, seasonal 439, feed 439, jaws 438, an 435, shape 434, 5 424, land 422, being 420, unique 407, lay 402, gods 393, heads 393, more 392, point 391, way 390, do 388, years 388, violent 387, get 385, they 379, rare 374, kelpie 372, many 371, who 370, as 369, how 367, fey 363, some 361, performance 351, stealth 350, maker 349, past 346, if 345, about 333, different 332, effect 331, starfish 323, saw 321, too 321, mental 317, survival 310, lined 310, climate 303, merfolk 303, through 303, record 299, extraterrestrial 298, its 296, have 294, patches 291, bond 290, strength 287, between 285, weather 281, around 279, whole 279, getting 279, hit 279, prone 278, 6 275, each 275, has 273, damage 272, submerged 270, die 267, upside 266, stinger 265, whatever 263, 10 262, having 256, neutral 251, reaching 249, partially 248, limbs 247, away 243, them 242, attractive 240, mermaids 235, last 235, shoulder 235, parasites 233, sentient 232, contact 232, flexibility 230, into 229, another 218, wear 218, torso 215, invisible 214, rolls 211, got 211, crest 209, much 209, against 208, own 208, target 207, gaining 204, generation 204, take 204, risk 203, halfling 203, telepathy 201, hour 199, intimidation 199, deception 198, primal 197, wearing 193, others 192, comfortable 188, predators 187, true 182, overall 182, still 180, 13 177, don't 174, there 173, 14 171, next 169, stingray 169, written 168, ending 164, level 163, acting 163, trying 161, less 160, intelligence 158, everything 156, even 153, dd 152, same 151, clan 151, either 151, almost 150, tusk 148, related 147, mothers 147, able 145, houses 145, reach 142, effects 142, salt 139, main 138, left 133, fresh 133, does 132, shells 132, seasons 131, sirens 130, never 130, stats 129, giving 129, devour 127, save 126, smaller 125, hatch 124, climb 123, throw 123, those 121, dex 121, melee 120, tips 118, 100 118, also 115, protect 113, length 113, impossible 113, again 113, solid 113, intelligent 112, paralyzed 112, because 110, flowing 108, fully 107, turn 107, matter 107, most 106, keep 106, while 106, choose 106, 15 106, investigation 105, times 104, flipper 104, grown 103, based 101, choice 101, lot 101, poisoned 100, their 99, bonus 98, psi 97, 21 96, forms 96, larger 96, when 96, would 95, these 95, medium 93, monstrous 93, could 92, without 92, sensory 92, unusual 92, plus 91, it's 90, turned 90, membrane 90, points 89, stay 88, saving 88, stunned 87, where 86, lure 85, within 85, than 85, try 84, humanoids 84, 50 82, born 82, blown 82, looking. 82, blinded 82, such 82, act 81, state 81, always 80, 19 79, possible 78, above 78, cuttlefish 78, acrobatics 77, vision 77, abyssal 76, 17 76, must 73, fused 72, bodies 72, limited 71, remains 69, 40 68, makes 68, 23 68, hammerhead 67, knocked 67, start 67, fleshy 67, genetic 67, connection 67, might 66, though 65, slashing 65, scarring 65, structure 64, wisdom 64, 5e 63, coated 63, styles 63, bother 62, 22 62, grapple 62, ability 62, eight 61, area 61, caves 61, messages 61, electrical 60, betta 59, learn 59, breathe 59, ones 57, once 55, seashells 55, lightening 54, sometimes 54, actually 54, surface 52, mostly 52, leave 52, turns 52, enough 51, groups 51, which 51, tribes 48, false 48, clans 47, stronger 47, hooked 47, government 47, hours 47, arranged 46, abilities 45, cha 45, boats 44, gliding 44, homebrew 44, races 44, toxin 43, believe 43, possess 43, later 43, hatched 43, least 43, jobs 42, speeds 42, images 41, lower 41, constricting 41, waters 40, total 40, current 40, voices 39, nearly 39, healthy 38, can't 38, common 38, starts 38, far 37, bloodline 37, every 35, feature 35, females. 35, lives 34, doesn't 34, glide 34, discharge 34, ends 33, 3rd 33, speak 32, become 32, replica 32, inch 31, radiant 31, meaning 30, several 30, months 30, mockmaid 30, victims 30, attacks 28, barbels 28, backs 27, moves 27, 100% 26, 2nd 26, easily 26, hits 25, extended 25, happen 25, maturity 25, broadsword 25, stun 25, 700 25, opposite 24, appearance 24, tipped 24, athletics 24, produce 24, already 24, primordial 24, alphas 23, difficult 23, survive 23, leaders 23, takes 22, isn't 22, sense 22, advantage 22, heavily 22, mistaken 22, bring 22, 000 22, called 22, repeat 22, echolocation 21, mariner 21, since 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prominent 11, needing 11, birthday. 11, grappled 11, body. 11, started 11, int 11, tails. 10, merrow 10, 650 10, bloodthirsty 10, observed 10, appear 10, dimorphism 10, attack. 10, mutations 10, loosing 10, and/or 10, mentally 10, 200th 10, str 10, preform 10, depending 10, resemble 10, constitution 9, compared 9, including 9, considered 9, condition 9, there's 9, spoken 9, water. 9, themselves 9, equipped 9, centuries 9, them. 9, leftover 9, languages 9, keratin 9, pose. 9, fishermen 9, rostrum 9, charges 9, lures 9, enable 9, believed 8, insight 8, regenerate 8, piercings. 8, permanently 8, 2) 8, two-handed 8, internally 8, mph) 8, noticeable 8, locathah 8, throws 8, (but 8, head. 8, cultures 8, lawful 8, creature's 8, lure's 8, resembles 8, smugglers 8, extend 8, sharks. 8, fooled 8, weapons. 8, checks 8, cat's 8, physically 7, they've 7, (the 7, strongest 7, enough. 7, mockfolk 7, compose 7, species. 7, birth. 7, (and 7, armors 7, incredibly 7, time. 7, wombs 7, cartilage 7, required 7, catfish-like 7, tooth. 7, creatures. 7, leaps 7, wing-like 7, 790 7, 73 7, devolve 7, chose 7, immediate 7, exceptions 7, allow 7, interact 7, throughout 7, animals. 7, array 7, month. 7, fish. 7, torsos 7, unhinge 7, interactions 7, encompassing 6, descendants. 6, mates. 6, occur 6, warlords. 6, births 6, maintain 6, themselves. 6, 3-4 6, orcish 6, mannerisms 6, reserves 6, 50% 6, piranhas 6, togas 6, turtle-like 6, ones. 6, sawfish's 6, narwhal's 6, (17 6, newtons) 6, kilograms 6, (1800 6, pounds) 6, (110 6, kilometers) 6, enough) 6, pound) 6, operational) 6, 80% 6, (only 6, enamel) 6, shape-shift 6, credible 6, (13 6, ft) 6, km/h 6, (430 6, ampullae 6, lorenzini 6, electroreception 6, electroception 6, telepathy/mind 6, relatives. 6, members. 6, (stay 6, safe). 6, selecting 6, 2-3 6, sahuagin 6, ago. 5, although 5, self-subsistent 5, aquan 5, 1. 5, punishments 5, sessions 5, left. 5, hatching(s) 5, disadvantage 5, deeds 5, fend 5, acceptable 5, sessions. 5, considerable 5, distances 5, water's 5, eel-like 5, behalf 5, cephalopoid 5, (12-52) 5, self-propelled 5, frog-like 5, pelvic/anal 5, fins. 5, barb. 5, composites 5, counterparts. 5, mohawk-like 5, obese. 5, 4-5 5, (between 5, inches) 5, fin. 5, "tusk" 5, shell. 5, involve 5, torso's 5, withhold 5, additional 5, oceanus 5, well. 5, neck-length 5, predigested 5, surface. 5, meats. 5, body-length 5, susceptible 4, succeed 4, deafened 4, underwater. 4, hasn't 4, requires 4, specimens 4, strengthen 4, (a 4, communicate 4, perpetual 4, regenerate. 4, appearance: 4, bullywug 4, religions 4, adapt 4, better. 4, willingly 4, urchins 4, sufficient 4, histories 4, accomplishments 4, tempered 4, 3) 4, action. 4, bludgeoning 4, what. 4, presumably 4, (1 4, langue 4, shot. 4, migrate 3, it'd 3, forcefully. 3, types. 3, wield. 3, species-wide 3, clan. 3, possibilities; 3, still. 3, transmit 3, lifetime. 3, magically 3, ancestors. 3, parent's 3, legacies. 3, guttural. 3, ends. 3, harsher 3, adapted 3, toxic. 3, surfaces 3, moist. 3, indefinitely 3, trenches. 3, had) 3, illnesses 3, function 3, magics. 3, unthinking 3, individual. 3, another. 3, mutilations. 3, necrotic 3, name. 3, 4) 3, kuo-toa 3, krakens 3, teeth. 3, suction-cups 3, age. 3, mockmaiden 3, medallions 3, race. 3, ink. 3, effectively 3, meters. 3, significant 3, victim. 3, damage. 3, subsequent 3, neural 3, secretes 3, bacteria. 3, skum 3, swallow. 3, semi-immortal 3, (especially 3, descendants). 3, world-wide 3, mafias. 3, salvaged 3, shipwrecked. 3, (dead 3, alive) 3, sand-dollars 3, raspy 3, wis 3, ferrymen 3, waters. 3, nereids 2, extensive 2, anymore. 2, smarter 2, regress. 2, mockmaidens 2, mockmaid/mockmaidens 2, (females 2, mockfolk) 2, class:17 2, points:16d10 2, (158) 2, speed:30 2, (+4) 2, (+1) 2, (0) 2, throws:str 2, +6 2, +4 2, +2 2, +1 2, skills:persuasion 2, +11 2, +13 2, +5 2, animal-handling 2, +8 2, +10 2, vulnerabilities:acid 2, resistances:acid 2, immunities:slashing 2, immunities:blinded 2, languages:deep 2, dwarvish 2, gnomish 2, undercommon 2, challenge:15 2, (13000 2, xp) 2, appearance.:while 2, mud/sand 2, indistinguishable 2, aquatic/sea 2, amphibious.:the 2, hearing. 2, :the 2, (perception) 2, rely 2, frenzy. 2, bite. 2, :melee 2, attack: 2, target. 2, hit: 2, (5d6 2, swipe/sting.:the 2, +7 2, (4d6 2, prone. 2, (2d8 2, (5d6) 2, minute. 2, success. 2, slam. 2, (3d6 2, multiattack/fist.:the 2, 2-4 2, attacks: 2, +9 2, (3d10 2, 6) 2, constrict. 2, (2d10 2, (escape 2, 16) 2, tentacles/slam.:one 2, paralyzed. 2, slams 2, (2d6 2, mockmaid's 2, turn. 2, stunned. 2, tendril/whiskers. 2, 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, 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, wastrilith 2, morkoths 2, rusalkas 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, births) 2, "schools" 2, paladins. 2, brands. 2, classes. 2, actively 2, races. 2, mythologies 2, limited) 2, elder/outer 2, proven. 2, origin. 2, well-being. 2, human-sized 2, immunities 1, https://orcpub2.com/pages/dnd/5e/monsters/mockmaid-mockmaidens-females-of-mockfolk- 1, resistances 1, ------------ 1, vulnerabilities 1
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Published: 7 years, 2 months ago
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Makareno
7 years, 2 months ago
What the fuck...
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