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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 1307708, female 1190168, canine 215072, dragon 163121, human 112754, feral 108017, young 83682, oral 73754, tail 63403, feet 62751, males 46105, straight 44384, fat 44252, bird 42175, m 31094, monster 28559, big 26457, pregnant 26129, females 25930, blood 23763, clothing 23396, traditional 22001, tentacles 21731, shark 20048, humanoid 19119, water 18901, night 18663, muscles 17645, tails 17365, the 17080, teeth 15232, outside 14280, death 14107, fire 12743, adopt 12643, mother 12609, color 12139, legs 12130, piercing 11031, growth 10915, little 10602, original 10562, turtle 10373, armor 10260, school 9939, spread 9169, colored 9112, underwater 9092, ears 8936, open 8422, shiny 7774, family 7643, jewelry 7592, and 7513, giant 7463, soft 7260, rarity 7260, size 7179, sea 7147, eyes 6931, sheet 6880, large 6628, up 6552, chest 6540, any 6434, eating 6427, weapon 6367, of 6350, hard 6334, mating 6299, creature 6260, restrained 6045, tribal 5968, ink 5787, inside 5620, difference 5528, dragons 5359, scales 5287, elf 5262, all 5171, flat 4865, nature 4819, eggs 4775, in 4528, action 4501, body 4453, on 4357, short 4302, hands 4265, turtles 4237, back 4121, amphibian 4043, skull 4023, birth 4023, whiskers 3871, long 3778, tattoos 3765, dnd 3722, dead 3716, a 3693, prey 3683, goblin 3598, to 3598, chameleon 3557, sexual 3507, spikes 3472, swallow 3371, cloud 3362, head 3356, aquatic 3282, is 3260, nose 3259, full 2994, children 2971, new 2962, cover 2951, skeleton 2949, general 2927, arms 2864, weight 2791, looking 2755, for 2744, none 2652, dungeons and dragons 2606, old 2603, bite 2549, older 2483, control 2470, other 2391, down 2386, gain 2369, at 2320, out 2279, reading 2265, only 2236, animals 2177, bones 2176, heavy 2164, regression 2164, show 2142, deep 2092, time 2081, off 2067, cold 2043, species 1995, lightning 1980, birthing 1935, mixed 1906, power 1900, world 1889, miles 1886, mind 1867, younger 1858, colors 1849, infinite 1799, change 1728, execution 1708, life 1677, it 1654, orc 1621, electric 1620, fins 1614, growing 1610, challenge 1609, with 1563, no 1559, look 1548, attack 1542, age 1497, swim 1482, weapons 1461, 2 1443, force 1438, extreme 1431, eat 1430, dash 1346, fly 1339, shell 1298, womb 1281, mutation 1268, bigger 1241, hiding 1205, air 1197, over 1177, grow 1174, form 1155, jump 1126, not 1124, by 1117, changing 1110, hunting 1105, one 1104, care 1101, powerful 1090, unconscious 1077, great 1068, two 1058, swimsuits 1019, self 1001, used 1000, legendary 1000, 3 994, acid 982, tip 971, pups 969, this 952, rogue 951, mates 947, poison 945, ancient 935, technology 935, thing 933, class 931, year 920, dominated 900, sharp 867, can 867, four 866, but 859, fin 857, half 854, kill 851, live 850, be 849, con 849, mate 844, thinking 835, together 829, speech 822, backside 818, like 809, swallowed 804, 4 803, stand 803, from 799, pirates 767, cursed 766, organs 766, robes 764, make 760, may 752, go 747, after 731, were 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307, through 305, climate 303, record 298, extraterrestrial 298, its 297, have 294, patches 293, bond 291, strength 288, between 285, prone 283, weather 281, getting 280, hit 279, whole 279, around 279, 6 276, each 275, damage 275, submerged 273, has 272, upside 268, stinger 265, whatever 263, 10 263, having 257, die 256, reaching 252, neutral 251, partially 248, limbs 246, them 244, away 243, attractive 241, last 237, shoulder 236, sentient 235, mermaids 234, parasites 233, contact 232, flexibility 230, into 229, wear 218, another 218, torso 216, invisible 215, got 212, rolls 211, own 209, much 209, crest 209, against 209, target 208, take 206, halfling 205, risk 205, generation 204, gaining 204, telepathy 201, deception 201, intimidation 201, hour 200, primal 199, wearing 195, comfortable 191, predators 188, others 186, overall 185, true 182, still 181, 13 178, 14 175, don't 174, there 173, stingray 171, next 169, written 168, acting 164, ending 164, level 164, trying 160, intelligence 159, less 159, everything 156, even 153, same 152, clan 152, dd 152, either 151, almost 150, tusk 148, mothers 147, related 146, houses 145, able 145, reach 142, effects 141, salt 140, main 138, does 133, left 133, fresh 133, seasons 132, sirens 131, stats 131, shells 131, giving 130, never 130, devour 127, smaller 126, save 125, hatch 124, throw 124, climb 124, dex 121, those 121, melee 120, 100 118, also 115, paralyzed 113, solid 113, length 113, protect 113, again 113, matter 112, intelligent 112, tips 111, because 110, impossible 110, fully 108, flowing 108, choose 107, turn 107, most 107, keep 106, while 106, 15 106, investigation 105, times 104, flipper 104, grown 103, choice 103, poisoned 102, based 101, lot 101, larger 99, their 99, bonus 99, forms 97, psi 97, 21 96, these 96, when 96, would 95, sensory 94, unusual 93, monstrous 93, medium 93, membrane 93, could 93, points 92, plus 92, without 92, it's 91, turned 90, stay 89, saving 88, stunned 88, within 87, where 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often 18, loincloths 18, laws 18, belong 18, varies 18, allowed 18, human-like 18, digits 17, elders 17, keen 17, guarded 17, narrow 17, extension 17, known 17, cannot 17, perception 17, oldest 17, direct 17, until 16, they're 16, per 16, protruding 16, families 16, didn't 16, death. 15, mockman 15, choosing 15, bio-luminescent 14, acts 14, monstrosity 14, morals 14, actions 14, actual 14, brightly 14, nurturing 14, releasing 13, expulsion 13, outrun 13, unless 13, barnacles 13, knowing 13, usually 13, eccentric 13, decorate 13, itself 13, handful 13, obscured 13, periods 12, 250 12, seem 12, vital 12, 68 12, bulletproof 12, 815 12, grappled 12, transverse 12, celebrations 12, individual 12, kilts 12, normally 12, anywhere 11, breast-milk 11, int 11, started 11, body. 11, creature. 11, prominent 11, dies 11, successful 11, ancestors 11, birthday. 11, esca 11, ft. 11, str 11, needing 11, dimorphism 10, merrow 10, there's 10, bloodthirsty 10, 200th 10, loosing 10, resemble 10, 650 10, observed 10, depending 10, appear 10, preform 10, mutations 10, attack. 10, tails. 10, and/or 10, mentally 10, constitution 9, compared 9, including 9, considered 9, condition 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, locathah 8, fooled 8, two-handed 8, permanently 8, mph) 8, noticeable 8, 2) 8, internally 8, (but 8, head. 8, cultures 8, lawful 8, creature's 8, lure's 8, creatures. 8, smugglers 8, extend 8, sharks. 8, resembles 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, leaps 7, wing-like 7, 790 7, 73 7, devolve 7, chose 7, immediate 7, exceptions 7, allow 7, interact 7, throughout 7, throws 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
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 1,307,708, female 1,190,168, canine 215,072, dragon 163,121, human 112,754, feral 108,017, young 83,682, oral 73,754, tail 63,403, feet 62,751, males 46,105, straight 44,384, fat 44,252, bird 42,175, m 31,094, monster 28,559, big 26,457, pregnant 26,129, females 25,930, blood 23,763, clothing 23,396, traditional 22,001, tentacles 21,731, shark 20,048, humanoid 19,119, water 18,901, night 18,663, muscles 17,645, tails 17,365, the 17,080, teeth 15,232, outside 14,280, death 14,107, fire 12,743, adopt 12,643, mother 12,609, color 12,139, legs 12,130, piercing 11,031, growth 10,915, little 10,602, original 10,562, turtle 10,373, armor 10,260, school 9,939, spread 9,169, colored 9,112, underwater 9,092, ears 8,936, open 8,422, shiny 7,774, family 7,643, jewelry 7,592, and 7,513, giant 7,463, soft 7,260, rarity 7,260, size 7,179, sea 7,147, eyes 6,931, sheet 6,880, large 6,628, up 6,552, chest 6,540, any 6,434, eating 6,427, weapon 6,367, of 6,350, hard 6,334, mating 6,299, creature 6,260, restrained 6,045, tribal 5,968, ink 5,787, inside 5,620, difference 5,528, dragons 5,359, scales 5,287, elf 5,262, all 5,171, flat 4,865, nature 4,819, eggs 4,775, in 4,528, action 4,501, body 4,453, on 4,357, short 4,302, hands 4,265, turtles 4,237, back 4,121, amphibian 4,043, skull 4,023, birth 4,023, whiskers 3,871, long 3,778, tattoos 3,765, dnd 3,722, dead 3,716, a 3,693, prey 3,683, goblin 3,598, to 3,598, chameleon 3,557, sexual 3,507, spikes 3,472, swallow 3,371, cloud 3,362, head 3,356, aquatic 3,282, is 3,260, nose 3,259, full 2,994, children 2,971, new 2,962, cover 2,951, skeleton 2,949, general 2,927, arms 2,864, weight 2,791, looking 2,755, for 2,744, none 2,652, dungeons and dragons 2,606, old 2,603, bite 2,549, older 2,483, control 2,470, other 2,391, down 2,386, gain 2,369, at 2,320, out 2,279, reading 2,265, only 2,236, animals 2,177, bones 2,176, heavy 2,164, regression 2,164, show 2,142, deep 2,092, time 2,081, off 2,067, cold 2,043, species 1,995, lightning 1,980, birthing 1,935, mixed 1,906, power 1,900, world 1,889, miles 1,886, mind 1,867, younger 1,858, colors 1,849, infinite 1,799, change 1,728, execution 1,708, life 1,677, it 1,654, orc 1,621, electric 1,620, fins 1,614, growing 1,610, challenge 1,609, with 1,563, no 1,559, look 1,548, attack 1,542, age 1,497, swim 1,482, weapons 1,461, 2 1,443, force 1,438, extreme 1,431, eat 1,430, dash 1,346, fly 1,339, shell 1,298, womb 1,281, mutation 1,268, bigger 1,241, hiding 1,205, air 1,197, over 1,177, grow 1,174, form 1,155, jump 1,126, not 1,124, by 1,117, changing 1,110, hunting 1,105, one 1,104, care 1,101, powerful 1,090, unconscious 1,077, great 1,068, two 1,058, swimsuits 1,019, self 1,001, used 1,000, legendary 1,000, 3 994, acid 982, tip 971, pups 969, this 952, rogue 951, mates 947, poison 945, ancient 935, technology 935, thing 933, class 931, year 920, dominated 900, sharp 867, can 867, four 866, but 859, fin 857, half 854, kill 851, live 850, be 849, con 849, mate 844, thinking 835, together 829, speech 822, backside 818, like 809, swallowed 804, 4 803, stand 803, from 799, pirates 767, cursed 766, organs 766, robes 764, make 760, may 752, go 747, after 731, were 731, or 687, powers 675, so 670, dungeons 668, living 649, bard 649, normal 644, dc 638, that 631, are 625, member 618, lost 615, draconic 606, lift 604, sideways 597, end 595, anything 592, history 590, tendril 584, use 568, rest 566, covered 562, 1 558, travel 553, flattened 553, object 541, needle 541, made 526, set 521, legends 519, coral 512, protection 512, working 498, bikinis 491, lizardfolk 479, very 472, people 470, will 470, creatures 469, lance 466, suffering 465, 18 458, peaceful 455, dangerous 455, release 450, seasonal 444, native 441, feed 439, jaws 439, shape 437, an 435, 5 424, land 423, being 421, unique 407, lay 404, gods 396, heads 394, more 393, way 393, point 391, do 389, violent 389, years 388, get 385, they 381, kelpie 376, rare 375, many 375, how 371, as 370, who 369, fey 364, some 361, stealth 352, performance 351, maker 350, past 346, if 345, about 335, different 332, effect 330, starfish 325, too 321, saw 320, mental 318, survival 310, lined 310, merfolk 307, through 305, climate 303, record 298, extraterrestrial 298, its 297, have 294, patches 293, bond 291, strength 288, between 285, prone 283, weather 281, getting 280, hit 279, whole 279, around 279, 6 276, each 275, damage 275, submerged 273, has 272, upside 268, stinger 265, whatever 263, 10 263, having 257, die 256, reaching 252, neutral 251, partially 248, limbs 246, them 244, away 243, attractive 241, last 237, shoulder 236, sentient 235, mermaids 234, parasites 233, contact 232, flexibility 230, into 229, wear 218, another 218, torso 216, invisible 215, got 212, rolls 211, own 209, much 209, crest 209, against 209, target 208, take 206, halfling 205, risk 205, generation 204, gaining 204, telepathy 201, deception 201, intimidation 201, hour 200, primal 199, wearing 195, comfortable 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when 96, would 95, sensory 94, unusual 93, monstrous 93, medium 93, membrane 93, could 93, points 92, plus 92, without 92, it's 91, turned 90, stay 89, saving 88, stunned 88, within 87, where 86, lure 86, than 86, humanoids 85, 50 84, try 84, blinded 83, such 82, born 82, blown 82, looking. 82, act 81, 19 81, state 81, always 80, cuttlefish 79, possible 78, above 77, 17 77, abyssal 77, vision 77, acrobatics 77, fused 73, must 73, bodies 72, limited 71, remains 69, start 68, 40 68, makes 68, 23 68, fleshy 67, knocked 67, connection 67, hammerhead 67, genetic 67, might 66, caves 65, though 65, slashing 65, scarring 65, wisdom 64, structure 64, styles 63, coated 63, 5e 63, 22 62, grapple 62, ability 62, messages 61, eight 61, bother 61, area 61, electrical 60, betta 59, learn 59, breathe 59, ones 57, once 55, actually 55, seashells 55, lightening 54, sometimes 54, leave 53, which 52, surface 52, mostly 52, turns 52, groups 51, enough 51, false 48, tribes 48, stronger 47, government 47, hours 47, hooked 47, clans 47, arranged 46, abilities 45, gliding 45, cha 45, homebrew 44, boats 44, races 44, hatched 44, possess 43, least 43, toxin 43, believe 43, later 43, speeds 42, jobs 42, images 41, lower 41, constricting 40, waters 40, current 40, total 40, voices 39, nearly 39, starts 39, can't 38, healthy 38, common 38, bloodline 37, far 37, every 36, females. 35, feature 35, doesn't 34, glide 34, lives 34, ends 33, 3rd 33, discharge 33, speak 32, become 32, inch 31, radiant 31, victims 30, replica 30, several 30, mockmaid 30, meaning 30, months 30, barbels 29, attacks 28, moves 27, backs 27, primordial 26, easily 26, 2nd 26, 100% 26, broadsword 25, happen 25, 700 25, hits 25, stun 25, extended 25, maturity 25, opposite 24, appearance 24, already 24, tipped 24, produce 24, alphas 23, difficult 23, athletics 23, leaders 23, mistaken 22, sense 22, 000 22, takes 22, called 22, heavily 22, bring 22, repeat 22, isn't 22, survive 22, echolocation 21, since 21, advantage 21, nan 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11, dies 11, successful 11, ancestors 11, birthday. 11, esca 11, ft. 11, str 11, needing 11, dimorphism 10, merrow 10, there's 10, bloodthirsty 10, 200th 10, loosing 10, resemble 10, 650 10, observed 10, depending 10, appear 10, preform 10, mutations 10, attack. 10, tails. 10, and/or 10, mentally 10, constitution 9, compared 9, including 9, considered 9, condition 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, locathah 8, fooled 8, two-handed 8, permanently 8, mph) 8, noticeable 8, 2) 8, internally 8, (but 8, head. 8, cultures 8, lawful 8, creature's 8, lure's 8, creatures. 8, smugglers 8, extend 8, sharks. 8, resembles 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, leaps 7, wing-like 7, 790 7, 73 7, devolve 7, chose 7, immediate 7, exceptions 7, allow 7, interact 7, throughout 7, throws 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, 3 months ago
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Makareno
7 years, 3 months ago
What the fuck...
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