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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 1116391, female 1005869, canine 174503, dragon 139320, human 100677, feral 83287, oral 63011, young 59148, feet 48019, tail 44071, males 41883, straight 40271, fat 36342, bird 34519, m 27798, big 24807, females 24081, monster 23661, traditional 20491, pregnant 20395, blood 19360, tentacles 19253, shark 16830, the 16777, muscles 15985, water 15881, clothing 15748, tails 15696, night 14956, humanoid 13923, color 11455, fire 11071, death 11016, mother 10421, little 10393, outside 10288, teeth 9843, turtle 9773, legs 9473, growth 9410, original 9112, armor 8743, piercing 8366, spread 8207, school 8167, underwater 7898, adopt 7890, colored 7868, ears 7302, and 7221, rarity 6657, shiny 6422, sheet 6310, family 6250, size 6241, of 6215, large 6175, giant 6103, up 6051, soft 6011, sea 5792, any 5768, open 5756, eyes 5720, mating 5609, jewelry 5396, eating 5341, hard 5272, ink 5267, all 5205, chest 5130, creature 5127, tribal 5092, weapon 5084, difference 4902, dragons 4610, restrained 4454, elf 4416, in 4192, turtles 4183, action 4149, eggs 4054, inside 4029, scales 3973, body 3953, flat 3938, on 3915, back 3639, nature 3606, hands 3559, short 3532, long 3515, a 3504, tattoos 3457, skull 3352, amphibian 3310, to 3277, is 3176, birth 3144, sexual 3057, chameleon 3023, dead 2976, head 2973, swallow 2869, dnd 2840, whiskers 2784, aquatic 2776, nose 2774, new 2767, for 2697, skeleton 2679, cover 2637, none 2598, cloud 2568, prey 2540, arms 2534, goblin 2486, general 2455, full 2449, old 2441, spikes 2398, other 2339, looking 2311, children 2261, at 2217, dungeons and dragons 2192, weight 2190, down 2174, out 2165, older 2135, animals 2114, bite 2022, off 1996, control 1990, time 1960, deep 1921, reading 1918, show 1886, cold 1858, gain 1828, regression 1822, world 1769, power 1761, heavy 1749, mixed 1735, lightning 1722, life 1675, miles 1675, mind 1667, infinite 1650, bones 1645, species 1643, colors 1630, change 1557, it 1541, birthing 1518, no 1500, orc 1462, look 1444, 2 1435, electric 1424, with 1410, growing 1376, swim 1365, fins 1355, age 1337, dash 1318, eat 1306, weapons 1290, extreme 1289, force 1287, execution 1267, attack 1261, challenge 1239, only 1190, younger 1185, fly 1176, not 1137, mutation 1124, by 1101, womb 1085, shell 1037, one 1032, jump 1030, over 1011, care 1003, powerful 1000, bigger 993, hunting 987, 3 986, grow 986, this 976, form 970, thing 967, changing 951, air 942, mates 930, hiding 924, self 913, two 907, legendary 892, unconscious 867, be 850, but 844, year 838, half 821, used 820, ancient 800, mate 794, great 794, poison 793, sharp 792, rogue 786, can 783, swimsuits 779, class 768, pups 765, from 765, acid 764, kill 763, like 760, con 732, dominated 729, thinking 713, make 698, pirates 695, swallowed 693, together 686, tip 685, or 682, were 676, stand 675, backside 673, after 673, fin 672, technology 671, four 670, so 665, that 648, speech 636, powers 625, go 621, dungeons 619, may 616, cursed 614, member 613, are 606, anything 602, 4 602, live 599, history 581, 1 578, living 566, flattened 560, robes 552, lost 545, end 544, tendril 533, bard 531, dc 524, rest 522, lift 517, covered 505, protection 503, set 501, use 496, sideways 492, travel 485, legends 470, needle 469, bikinis 467, made 459, people 454, 18 444, will 435, normal 433, an 430, working 430, lizardfolk 429, jaws 426, 5 421, lance 418, land 416, attractive 414, draconic 412, dangerous 410, rare 403, native 394, do 391, more 391, way 389, unique 383, shape 379, heads 379, object 376, years 371, being 371, peaceful 370, seasonal 370, violent 366, how 366, get 366, some 364, who 362, lay 358, point 356, as 354, feed 350, they 344, maker 343, organs 342, many 342, creatures 341, gods 337, suffering 334, coral 333, release 324, if 323, different 321, effect 317, too 314, have 305, past 304, mental 302, fey 300, very 299, lined 296, saw 293, its 289, 6 283, about 283, stealth 282, whole 281, through 280, whatever 275, has 266, extraterrestrial 264, performance 261, strength 258, each 255, die 248, upside 248, record 248, merfolk 247, weather 247, 10 247, survival 245, hit 242, kelpie 237, patches 234, neutral 234, damage 233, last 232, starfish 228, away 226, getting 224, into 224, around 223, them 223, shoulder 221, much 215, contact 213, mermaids 212, another 210, stinger 209, limbs 209, having 208, wear 204, flexibility 203, take 203, between 202, got 200, prone 197, submerged 197, hour 197, still 197, halfling 197, solid 196, parasites 195, partially 194, generation 194, against 193, crest 192, bond 191, torso 189, don't 189, own 189, gaining 185, risk 183, invisible 179, true 177, there 171, sentient 170, others 168, rolls 168, reaching 166, telepathy 165, common 164, target 161, primal 161, intimidation 160, acting 160, 14 159, deception 157, 13 157, stingray 156, comfortable 156, dd 155, predators 153, even 153, almost 151, everything 149, either 149, level 147, ending 144, wearing 144, effects 142, same 141, able 140, trying 138, next 138, mothers 137, never 135, overall 133, related 132, main 127, left 127, reach 125, salt 122, houses 122, written 121, sirens 121, does 120, those 120, again 119, seasons 119, save 118, fresh 117, tusk 117, giving 115, also 115, hatch 115, 100 114, throw 113, melee 113, clan 113, because 112, shells 112, protect 112, grown 108, smaller 107, devour 106, turn 104, tips 104, matter 103, climb 103, times 103, based 103, these 102, keep 102, when 101, forms 101, dex 99, 15 99, choice 98, psi 97, most 97, lot 97, 21 96, choose 96, impossible 95, could 95, without 95, while 94, fully 94, stats 94, their 93, bonus 92, flowing 91, would 91, length 90, turned 90, it's 89, intelligence 86, paralyzed 86, born 85, than 85, where 85, flipper 85, such 84, try 83, 50 82, less 82, looking. 82, blown 80, stay 79, possible 79, investigation 78, unusual 78, always 76, points 75, 19 74, act 74, 17 74, blinded 74, state 74, saving 73, vision 73, monstrous 73, plus 73, humanoids 72, caves 71, lure 71, climate 69, above 68, must 68, cuttlefish 67, makes 67, 40 67, genetic 67, knocked 67, 23 67, membrane 66, poisoned 66, start 65, might 64, fused 64, acrobatics 64, though 64, bodies 63, sensory 63, connection 63, medium 63, stunned 62, betta 62, remains 61, area 61, styles 61, structure 61, coated 60, 22 60, wisdom 60, bother 59, once 59, abyssal 59, eight 58, larger 58, groups 57, actually 56, lightening 55, learn 55, ability 55, electrical 55, hammerhead 54, fleshy 53, limited 52, which 51, turns 51, breathe 51, 5e 50, ones 49, messages 49, enough 49, mostly 49, within 49, leave 49, scarring 49, stronger 48, surface 47, intelligent 47, possess 46, images 45, sometimes 45, hours 45, clans 45, grapple 44, arranged 44, false 43, speeds 43, can't 42, seashells 42, believe 42, voices 42, abilities 42, gliding 41, least 41, hatched 39, boats 39, homebrew 39, races 39, lower 38, cha 38, waters 38, jobs 38, government 37, later 36, far 36, current 36, every 35, healthy 34, starts 34, ends 34, lives 34, replica 34, glide 33, hooked 33, tribes 33, 3rd 33, nearly 33, total 32, doesn't 31, bloodline 30, females. 30, mockmaid 30, easily 29, meaning 29, speak 29, become 29, inch 29, toxin 28, backs 28, discharge 28, several 27, opposite 27, already 27, actions 27, happen 27, victims 27, feature 26, maturity 26, 2nd 26, hits 25, 100% 24, extended 24, broadsword 24, isn't 23, sense 23, 000 23, tipped 23, difficult 23, slashing 23, produce 23, radiant 23, laws 22, alphas 22, called 22, stun 22, months 22, 700 22, attacks 22, appearance 21, since 21, barbels 21, seems 21, advantage 20, repeat 20, allowed 20, it. 20, minute 20, nan 20, known 20, heavily 20, athletics 19, takes 19, gives 19, moves 19, elvish 19, modesty 19, tend 19, mariner 19, leaders 19, often 19, bring 18, survive 18, loincloths 18, human-like 18, + 18, mistaken 18, constricting 18, belong 18, longer 18, volts 18, elders 17, ect. 17, sylvan 17, trait 17, until 17, myths 16, digits 16, learned 16, contort 16, extension 16, keen 16, cannot 16, didn't 16, primordial 16, guarded 16, families 16, per 15, morals 15, they're 15, perception 15, mockman 15, becoming 15, nurturing 15, narrow 15, direct 14, actual 14, unless 14, acts 14, brightly 14, varies 14, bio-luminescent 14, knowing 13, eccentric 13, ancestors 13, oldest 13, seem 13, usually 13, releasing 13, echolocation 13, 68 12, outrun 12, kilts 12, itself 12, bulletproof 12, normally 12, 815 12, needing 12, handful 12, started 12, transverse 12, monstrosity 11, ft. 11, anywhere 11, str 11, int 11, protruding 11, choosing 11, prominent 11, death. 11, mutations 11, individual 11, obscured 10, resemble 10, merrow 10, decorate 10, loosing 10, 200th 10, attack. 10, tails. 10, vital 10, periods 10, languages 10, dies 10, dimorphism 10, and/or 10, appear 10, bloodthirsty 10, expulsion 10, keratin 10, 650 10, depending 10, creature. 10, preform 10, centuries 9, them. 9, leftover 9, considered 9, constitution 9, esca 9, lures 9, charges 9, pose. 9, themselves 9, birthday. 9, there's 9, celebrations 9, successful 9, equipped 9, including 9, enable 9, sharks. 8, body. 8, water. 8, cat's 8, 790 8, spoken 8, 2) 8, grappled 8, cartilage 8, internally 8, believed 8, noticeable 8, compared 8, checks 8, weapons. 8, resembles 8, wombs 8, mph) 8, cultures 8, permanently 8, fishermen 8, exceptions 8, allow 8, rostrum 8, lure's 8, creature's 8, regenerate 8, (but 8, lawful 8, 73 7, wing-like 7, they've 7, barnacles 7, species. 7, 250 7, smugglers 7, incredibly 7, strongest 7, birth. 7, two-handed 7, fish. 7, mockfolk 7, unhinge 7, chose 7, (the 7, insight 7, catfish-like 7, creatures. 7, (and 7, devolve 7, throws 7, time. 7, armors 7, physically 7, immediate 7, compose 7, fooled 7, condition 7, torsos 7, enough. 7, throughout 7, locathah 7, head. 7, newtons) 6, warlords. 6, descendants. 6, safe). 6, interactions 6, (13 6, shape-shift 6, kilograms 6, (stay 6, enamel) 6, enough) 6, relatives. 6, mannerisms 6, reserves 6, maintain 6, orcish 6, 50% 6, themselves. 6, mentally 6, (1800 6, extend 6, interact 6, (only 6, 80% 6, operational) 6, narwhal's 6, kilometers) 6, pounds) 6, sawfish's 6, turtle-like 6, telepathy/mind 6, electroception 6, members. 6, electroreception 6, ones. 6, tooth. 6, lorenzini 6, month. 6, ampullae 6, pound) 6, mates. 6, (110 6, (430 6, km/h 6, occur 6, ft) 6, piranhas 6, (17 6, credible 6, 3-4 6, 2-3 6, "tusk" 5, although 5, ago. 5, required 5, involve 5, deeds 5, piercings. 5, aquan 5, 1. 5, left. 5, well. 5, sessions 5, sahuagin 5, togas 5, encompassing 5, punishments 5, oceanus 5, births 5, willingly 5, surface. 5, body-length 5, neck-length 5, torso's 5, shell. 5, fin. 5, self-propelled 5, leaps 5, considerable 5, distances 5, water's 5, eel-like 5, behalf 5, cephalopoid 5, frog-like 5, pelvic/anal 5, fins. 5, barb. 5, composites 5, counterparts. 5, mohawk-like 5, obese. 5, (between 5, inches) 5, sessions. 5, selecting 5, (12-52) 5, 4-5 5, withhold 5, breast-milk 5, predigested 5, meats. 5, self-subsistent 5, fend 5, hatching(s) 5, bludgeoning 4, shot. 4, array 4, better. 4, tempered 4, animals. 4, susceptible 4, communicate 4, (a 4, urchins 4, histories 4, disadvantage 4, sufficient 4, strengthen 4, adapt 4, specimens 4, accomplishments 4, hasn't 4, succeed 4, underwater. 4, additional 4, langue 4, (1 4, observed 4, presumably 4, regenerate. 4, 3) 4, appearance: 4, action. 4, mutilations. 3, race. 3, name. 3, deafened 3, wis 3, smarter 3, shipwrecked. 3, bullywug 3, (dead 3, alive) 3, sand-dollars 3, ferrymen 3, waters. 3, migrate 3, it'd 3, necrotic 3, skum 3, types. 3, ink. 3, wield. 3, species-wide 3, magically 3, possibilities; 3, 4) 3, lifetime. 3, surfaces 3, ancestors. 3, parent's 3, effectively 3, meters. 3, suction-cups 3, teeth. 3, victim. 3, neural 3, secretes 3, bacteria. 3, perpetual 3, semi-immortal 3, kuo-toa 3, mockmaiden 3, swallow. 3, raspy 3, requires 3, age. 3, damage. 3, significant 3, what. 3, clan. 3, transmit 3, legacies. 3, unthinking 3, magics. 3, illnesses 3, had) 3, trenches. 3, indefinitely 3, moist. 3, toxic. 3, ends. 3, adapted 3, harsher 3, medallions 3, guttural. 3, religions 3, still. 3, function 3, subsequent 3, acceptable 3, another. 3, individual. 3, forcefully. 3, (especially 3, descendants). 3, world-wide 3, mafias. 3, salvaged 3, 10(-1 2, turn) 2, shark's 2, "hammer" 2, distinctive 2, acute 2, avoided. 2, virtually 2, impossible.) 2, births) 2, "schools" 2, paladins. 2, brands. 2, classes. 2, actively 2, races. 2, mythologies 2, limited) 2, elder/outer 2, proven. 2, illicium) 2, false-lure. 2, origin. 2, well-being. 2, human-sized 2, "semi-immortal" 2, regress. 2, beneficial 2, copepods 2, predominately 2, blind. 2, sea-monsters 2, aboleths 2, zaratani 2, tritons 2, nereids 2, wastrilith 2, morkoths 2, rusalkas 2, krakens 2, marids 2, hags 2, sirines 2, vodyanoi 2, ixitxachitl 2, ixixachitl. 2, lures. 2, adorn 2, attractive. 2, mating(s) 2, territories. 2, tendril/whiskers. 2, anymore. 2, outnumber 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, mockmaidens 2, (2d6 2, mockmaid's 2, turn. 2, stunned. 2, extensive 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, ------------ 1, immunities 1, resistances 1, vulnerabilities 1, https://orcpub2.com/pages/dnd/5e/monsters/mockmaid-mockmaidens-females-of-mockfolk- 1
https://orcpub2.com/pages/dnd/5e/monsters/mockmaid-mock...
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Mockmaid/Mockmaidens (females of Mockfolk)
Large monstrosity, lawful neutral
Armor Class:17
Hit Points:16d10 + 73 (158)
Speed:30 ft., fly 40 ft., swim 50 ft., climb 10 ft.
STR
18 (+4)
DEX
13 (+1)
CON
19 (+4)
INT
10 (0)
WIS
13 (+1)
CHA
18 (+4)
Saving Throws:Str +6, Con +4, Dex 0, Int 0, Wis +2, Cha +1
Skills:Persuasion +11, Investigation +2, Acrobatics +1, Performance +13, Perception +5, Survival +5, Animal-handling +2, Nature +1, Deception +8, Intimidation +10, Athletics +6, Insight NaN, Stealth +10
Damage Vulnerabilities:acid, cold, fire, lightning, necrotic, radiant
Damage Resistances:acid, cold, fire, lightning, necrotic, radiant
Damage Immunities:slashing, poison, piercing, bludgeoning
Condition Immunities:blinded, deafened, stunned, unconscious, invisible
Languages:deep speech, orc, dwarvish, gnomish, sylvan, elvish, abyssal, common, undercommon, primordial, giant, halfling, goblin
Challenge:15 (13000 XP)
False Appearance.:While the Mockmaid remains submerged in water or mud/sand, it is indistinguishable from a normal humanoid, such as a member of the merfolk, sirens, skum, aquatic/sea elf, ect.
Amphibious.:The monster can breathe air and water.
Keen Hearing. :The creature has advantage on Wisdom (Perception) checks that rely on hearing.
Blood Frenzy. :The creature has advantage on melee attack rolls against any creature that doesn't have all its hit points but only underwater.
Actions
Bite. :Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.
Tail Swipe/Sting.:The Mockmaid makes one tail attack. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Slam. :Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
Multiattack/Fist.:The mockmaiden makes 2-4 attacks: one each with its four arms and/or two with a 2 two-handed weapons. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Constrict. :Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the mockmaid isn't already constricting a creature, and the target is restrained until this grapple ends.
Tentacles/slam.:One creature grappled by the Mockmaiden must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The Mockmaid slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the mockmaid's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
Tendril/Whiskers. :Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the Mockmaid can't use the same tendril on another target.
Ink Cloud:(Recharges after a Short or Long Rest). A 20- foot-radius cloud of ink extends all around the octopus(on the back of the Mockmaiden's lure head) if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the creature can use the Dash action as a bonus action.
Legendary Actions
Saw Tusk Attack/Gore.:Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Swallow. :The mockmaid makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the mockmaiden, and it takes 21 (6d6) acid damage at the start of each of the mockmaid's turns. A mockman can have only one creature swallowed at a time.
Amphibian Climb. :The Mockmaid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Creature must keep at least 3 point of contact with a surface to maintain the climb.
Limited Telepathy. :The Mockmaid can magically transmit messages and images to any member of their own species as long as they are related and within 250 feet of it. This form of telepathy doesn't allow the creature to telepathically communicate to other races/species.
Regeneration. :The creature regains 10(-1 DEX each subsequent turn) hit points at the start of its turn. If the creature takes acid, fire, cold, or lightening damage, this trait doesn't function at the start of the Mockmaiden's next turn. The monster dies only if it starts its turn with 0 hit points and doesn't regenerate.

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

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

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

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

Keywords
male 1,116,391, female 1,005,869, canine 174,503, dragon 139,320, human 100,677, feral 83,287, oral 63,011, young 59,148, feet 48,019, tail 44,071, males 41,883, straight 40,271, fat 36,342, bird 34,519, m 27,798, big 24,807, females 24,081, monster 23,661, traditional 20,491, pregnant 20,395, blood 19,360, tentacles 19,253, shark 16,830, the 16,777, muscles 15,985, water 15,881, clothing 15,748, tails 15,696, night 14,956, humanoid 13,923, color 11,455, fire 11,071, death 11,016, mother 10,421, little 10,393, outside 10,288, teeth 9,843, turtle 9,773, legs 9,473, growth 9,410, original 9,112, armor 8,743, piercing 8,366, spread 8,207, school 8,167, underwater 7,898, adopt 7,890, colored 7,868, ears 7,302, and 7,221, rarity 6,657, shiny 6,422, sheet 6,310, family 6,250, size 6,241, of 6,215, large 6,175, giant 6,103, up 6,051, soft 6,011, sea 5,792, any 5,768, open 5,756, eyes 5,720, mating 5,609, jewelry 5,396, eating 5,341, hard 5,272, ink 5,267, all 5,205, chest 5,130, creature 5,127, tribal 5,092, weapon 5,084, difference 4,902, dragons 4,610, restrained 4,454, elf 4,416, in 4,192, turtles 4,183, action 4,149, eggs 4,054, inside 4,029, scales 3,973, body 3,953, flat 3,938, on 3,915, back 3,639, nature 3,606, hands 3,559, short 3,532, long 3,515, a 3,504, tattoos 3,457, skull 3,352, amphibian 3,310, to 3,277, is 3,176, birth 3,144, sexual 3,057, chameleon 3,023, dead 2,976, head 2,973, swallow 2,869, dnd 2,840, whiskers 2,784, aquatic 2,776, nose 2,774, new 2,767, for 2,697, skeleton 2,679, cover 2,637, none 2,598, cloud 2,568, prey 2,540, arms 2,534, goblin 2,486, general 2,455, full 2,449, old 2,441, spikes 2,398, other 2,339, looking 2,311, children 2,261, at 2,217, dungeons and dragons 2,192, weight 2,190, down 2,174, out 2,165, older 2,135, animals 2,114, bite 2,022, off 1,996, control 1,990, time 1,960, deep 1,921, reading 1,918, show 1,886, cold 1,858, gain 1,828, regression 1,822, world 1,769, power 1,761, heavy 1,749, mixed 1,735, lightning 1,722, 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or 682, were 676, stand 675, backside 673, after 673, fin 672, technology 671, four 670, so 665, that 648, speech 636, powers 625, go 621, dungeons 619, may 616, cursed 614, member 613, are 606, anything 602, 4 602, live 599, history 581, 1 578, living 566, flattened 560, robes 552, lost 545, end 544, tendril 533, bard 531, dc 524, rest 522, lift 517, covered 505, protection 503, set 501, use 496, sideways 492, travel 485, legends 470, needle 469, bikinis 467, made 459, people 454, 18 444, will 435, normal 433, an 430, working 430, lizardfolk 429, jaws 426, 5 421, lance 418, land 416, attractive 414, draconic 412, dangerous 410, rare 403, native 394, do 391, more 391, way 389, unique 383, shape 379, heads 379, object 376, years 371, being 371, peaceful 370, seasonal 370, violent 366, how 366, get 366, some 364, who 362, lay 358, point 356, as 354, feed 350, they 344, maker 343, organs 342, many 342, creatures 341, gods 337, suffering 334, coral 333, release 324, if 323, different 321, effect 317, too 314, have 305, past 304, mental 302, fey 300, very 299, lined 296, saw 293, its 289, 6 283, about 283, stealth 282, whole 281, through 280, whatever 275, has 266, extraterrestrial 264, performance 261, strength 258, each 255, die 248, upside 248, record 248, merfolk 247, weather 247, 10 247, survival 245, hit 242, kelpie 237, patches 234, neutral 234, damage 233, last 232, starfish 228, away 226, getting 224, into 224, around 223, them 223, shoulder 221, much 215, contact 213, mermaids 212, another 210, stinger 209, limbs 209, having 208, wear 204, flexibility 203, take 203, between 202, got 200, prone 197, submerged 197, hour 197, still 197, halfling 197, solid 196, parasites 195, partially 194, generation 194, against 193, crest 192, bond 191, torso 189, don't 189, own 189, gaining 185, risk 183, invisible 179, true 177, there 171, sentient 170, others 168, rolls 168, reaching 166, telepathy 165, common 164, target 161, primal 161, intimidation 160, acting 160, 14 159, deception 157, 13 157, stingray 156, comfortable 156, dd 155, predators 153, even 153, almost 151, everything 149, either 149, level 147, ending 144, wearing 144, effects 142, same 141, able 140, trying 138, next 138, mothers 137, never 135, overall 133, related 132, main 127, left 127, reach 125, salt 122, houses 122, written 121, sirens 121, does 120, those 120, again 119, seasons 119, save 118, fresh 117, tusk 117, giving 115, also 115, hatch 115, 100 114, throw 113, melee 113, clan 113, because 112, shells 112, protect 112, grown 108, smaller 107, devour 106, turn 104, tips 104, matter 103, climb 103, times 103, based 103, these 102, keep 102, when 101, forms 101, dex 99, 15 99, choice 98, psi 97, most 97, lot 97, 21 96, choose 96, impossible 95, could 95, without 95, while 94, fully 94, stats 94, their 93, bonus 92, flowing 91, would 91, length 90, turned 90, it's 89, intelligence 86, paralyzed 86, born 85, than 85, where 85, flipper 85, such 84, try 83, 50 82, less 82, looking. 82, blown 80, stay 79, possible 79, investigation 78, unusual 78, always 76, points 75, 19 74, act 74, 17 74, blinded 74, state 74, saving 73, vision 73, monstrous 73, plus 73, humanoids 72, caves 71, lure 71, climate 69, above 68, must 68, cuttlefish 67, makes 67, 40 67, genetic 67, knocked 67, 23 67, membrane 66, poisoned 66, start 65, might 64, fused 64, acrobatics 64, though 64, bodies 63, sensory 63, connection 63, medium 63, stunned 62, betta 62, remains 61, area 61, styles 61, structure 61, coated 60, 22 60, wisdom 60, bother 59, once 59, abyssal 59, eight 58, larger 58, groups 57, actually 56, lightening 55, learn 55, ability 55, electrical 55, hammerhead 54, fleshy 53, limited 52, which 51, turns 51, breathe 51, 5e 50, ones 49, messages 49, enough 49, mostly 49, within 49, leave 49, scarring 49, stronger 48, surface 47, intelligent 47, possess 46, images 45, sometimes 45, hours 45, clans 45, grapple 44, arranged 44, false 43, speeds 43, can't 42, seashells 42, believe 42, voices 42, abilities 42, gliding 41, least 41, hatched 39, boats 39, homebrew 39, races 39, lower 38, cha 38, waters 38, jobs 38, government 37, later 36, far 36, current 36, every 35, healthy 34, starts 34, ends 34, lives 34, replica 34, glide 33, hooked 33, tribes 33, 3rd 33, nearly 33, total 32, doesn't 31, bloodline 30, females. 30, mockmaid 30, easily 29, meaning 29, speak 29, become 29, inch 29, toxin 28, backs 28, discharge 28, several 27, opposite 27, already 27, actions 27, happen 27, victims 27, feature 26, maturity 26, 2nd 26, hits 25, 100% 24, extended 24, broadsword 24, isn't 23, sense 23, 000 23, tipped 23, difficult 23, slashing 23, produce 23, radiant 23, laws 22, alphas 22, called 22, stun 22, months 22, 700 22, attacks 22, appearance 21, since 21, barbels 21, seems 21, advantage 20, repeat 20, allowed 20, it. 20, minute 20, nan 20, known 20, heavily 20, athletics 19, takes 19, gives 19, moves 19, elvish 19, modesty 19, tend 19, mariner 19, leaders 19, often 19, bring 18, survive 18, loincloths 18, human-like 18, + 18, mistaken 18, constricting 18, belong 18, longer 18, volts 18, elders 17, ect. 17, sylvan 17, trait 17, until 17, myths 16, digits 16, learned 16, contort 16, extension 16, keen 16, cannot 16, didn't 16, primordial 16, guarded 16, families 16, per 15, morals 15, they're 15, perception 15, mockman 15, becoming 15, nurturing 15, narrow 15, direct 14, actual 14, unless 14, acts 14, brightly 14, varies 14, bio-luminescent 14, knowing 13, eccentric 13, ancestors 13, oldest 13, seem 13, usually 13, releasing 13, echolocation 13, 68 12, outrun 12, kilts 12, itself 12, bulletproof 12, normally 12, 815 12, needing 12, handful 12, started 12, transverse 12, monstrosity 11, ft. 11, anywhere 11, str 11, int 11, protruding 11, choosing 11, prominent 11, death. 11, mutations 11, individual 11, obscured 10, resemble 10, merrow 10, decorate 10, loosing 10, 200th 10, attack. 10, tails. 10, vital 10, periods 10, languages 10, dies 10, dimorphism 10, and/or 10, appear 10, bloodthirsty 10, expulsion 10, keratin 10, 650 10, depending 10, creature. 10, preform 10, centuries 9, them. 9, leftover 9, considered 9, constitution 9, esca 9, lures 9, charges 9, pose. 9, themselves 9, birthday. 9, there's 9, celebrations 9, successful 9, equipped 9, including 9, enable 9, sharks. 8, body. 8, water. 8, cat's 8, 790 8, spoken 8, 2) 8, grappled 8, cartilage 8, internally 8, believed 8, noticeable 8, compared 8, checks 8, weapons. 8, resembles 8, wombs 8, mph) 8, cultures 8, permanently 8, fishermen 8, exceptions 8, allow 8, rostrum 8, lure's 8, creature's 8, regenerate 8, (but 8, lawful 8, 73 7, wing-like 7, they've 7, barnacles 7, species. 7, 250 7, smugglers 7, incredibly 7, strongest 7, birth. 7, two-handed 7, fish. 7, mockfolk 7, unhinge 7, chose 7, (the 7, insight 7, catfish-like 7, creatures. 7, (and 7, devolve 7, throws 7, time. 7, armors 7, physically 7, immediate 7, compose 7, fooled 7, condition 7, torsos 7, enough. 7, throughout 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frog-like 5, pelvic/anal 5, fins. 5, barb. 5, composites 5, counterparts. 5, mohawk-like 5, obese. 5, (between 5, inches) 5, sessions. 5, selecting 5, (12-52) 5, 4-5 5, withhold 5, breast-milk 5, predigested 5, meats. 5, self-subsistent 5, fend 5, hatching(s) 5, bludgeoning 4, shot. 4, array 4, better. 4, tempered 4, animals. 4, susceptible 4, communicate 4, (a 4, urchins 4, histories 4, disadvantage 4, sufficient 4, strengthen 4, adapt 4, specimens 4, accomplishments 4, hasn't 4, succeed 4, underwater. 4, additional 4, langue 4, (1 4, observed 4, presumably 4, regenerate. 4, 3) 4, appearance: 4, action. 4, mutilations. 3, race. 3, name. 3, deafened 3, wis 3, smarter 3, shipwrecked. 3, bullywug 3, (dead 3, alive) 3, sand-dollars 3, ferrymen 3, waters. 3, migrate 3, it'd 3, necrotic 3, skum 3, types. 3, ink. 3, wield. 3, species-wide 3, magically 3, possibilities; 3, 4) 3, lifetime. 3, surfaces 3, ancestors. 3, parent's 3, effectively 3, meters. 3, suction-cups 3, teeth. 3, victim. 3, neural 3, secretes 3, bacteria. 3, perpetual 3, semi-immortal 3, kuo-toa 3, mockmaiden 3, swallow. 3, raspy 3, requires 3, age. 3, damage. 3, significant 3, what. 3, clan. 3, transmit 3, legacies. 3, unthinking 3, magics. 3, illnesses 3, had) 3, trenches. 3, indefinitely 3, moist. 3, toxic. 3, ends. 3, adapted 3, harsher 3, medallions 3, guttural. 3, religions 3, still. 3, function 3, subsequent 3, acceptable 3, another. 3, individual. 3, forcefully. 3, (especially 3, descendants). 3, world-wide 3, mafias. 3, salvaged 3, 10(-1 2, turn) 2, shark's 2, "hammer" 2, distinctive 2, acute 2, avoided. 2, virtually 2, impossible.) 2, births) 2, "schools" 2, paladins. 2, brands. 2, classes. 2, actively 2, races. 2, mythologies 2, limited) 2, elder/outer 2, proven. 2, illicium) 2, false-lure. 2, origin. 2, well-being. 2, human-sized 2, "semi-immortal" 2, regress. 2, beneficial 2, copepods 2, predominately 2, blind. 2, sea-monsters 2, aboleths 2, zaratani 2, tritons 2, nereids 2, wastrilith 2, morkoths 2, rusalkas 2, krakens 2, marids 2, hags 2, sirines 2, vodyanoi 2, ixitxachitl 2, ixixachitl. 2, lures. 2, adorn 2, attractive. 2, mating(s) 2, territories. 2, tendril/whiskers. 2, anymore. 2, outnumber 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, mockmaidens 2, (2d6 2, mockmaid's 2, turn. 2, stunned. 2, extensive 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, ------------ 1, immunities 1, resistances 1, vulnerabilities 1, https://orcpub2.com/pages/dnd/5e/monsters/mockmaid-mockmaidens-females-of-mockfolk- 1
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Published: 4 years, 9 months ago
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Makareno
4 years, 9 months ago
What the fuck...
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