5E D&D Lovecraft-ian Horror: Mi-Go

This is the latest entry in a series of creatures I converted for Fifth Edition Dungeons & Dragons from Lovecraftian fiction. You can download all 100 monsters here 

Mi-go mix features of crustaceans and fungi, creating a six-limbed, winged pink horror that can traverse the Astral plane. It has no head to speak of, just tendrils that it uses to communicate by changing color. 

Mi-go are bio-engineers, modifying and mutilating bodies to their own ends. They specialize in organ removal and replacement, particularly the brain, and have been known to impersonate humanoids by wearing their flesh. Mi-go are divided into three castes: workers, soldiers, and scientists.

Mi-go breathe throughout their entire body and are thus vulnerable to immersion in water, which drowns them quickly.

Mi-Go Worker

Workers are the drone cast and are largely relegated to mining activities. Workers do not normally engage in combat unless they are attacked and possess little in the way of weapons or armor.  

Medium aberration   (astral), lawful evil  

Armor Class   12
Hit Points 11 (2d8)
Speed 20 ft., fly 30 ft.

STR | DEX | CON | INT | WIS | CHA

10 (+0) | 15 (+2) | 12 (+1) | 10 (+0) | 15 (+2) | 6 (-2) 

Skills Perception   +4, Stealth +4

Damage   Immunities bludgeoning, piercing, and slashing from non-magical attacks

Damage   Resistances cold

Condition   Immunities blinded, deafened, petrified

Senses darkvision   60 ft., blindsight 120 ft., passive Perception 14
Languages Mi-go
Challenge 2 (450 XP)

Astral Nature. An astral creature   doesn’t require air or sleep. 

Harmed by Running Water. The   mi-go takes 20 acid damage if it ends its turn in running water.

ACTIONS

  • Nippers. Melee Weapon Attack. +4   to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage.      

Mi-Go Soldier

Mi-go soldiers are larger and possess an array of armor and weapons. It’s believed that these larger mi-go, often guarding mining facilities in the highest mountaintops, are responsible for yeti sightings. Their uppermost arms have been surgically replaced with large claws.  

Large aberration   (astral), lawful evil

Armor Class   18 (bio-web armor)
Hit Points 76 (8d10+32)
Speed 20 ft., fly 30 ft.

STR | DEX | CON | INT | WIS | CHA 

18 (+4) | 15 (+2) | 18 (+4) | 10 (+0) | 15 (+2) | 6 (-2)

Skills Perception   +5, Stealth +5

Damage   Immunities bludgeoning, piercing, and slashing from non-magical attacks

Damage   Resistances cold

Condition   Immunities blinded, deafened, petrified

Senses   darkvision 60 ft., blindsight 120 ft., passive Perception 14
Languages Mi-go
Challenge 8 (3,900 XP)

Astral Nature. An astral creature   doesn’t require air or sleep. 

Harmed by Running Water. The   mi-go takes 20 acid damage if it ends its turn in running water.

Dive Attack. If the mi-go is flying and dives   at least 30 feet straight toward a target and then hits it with a melee   weapon attack, the attack deals an extra 18 (4d8) damage to the target.

Flyby. The mi-go doesn't provoke an   opportunity attack when it flies out of an enemy's reach.

ACTIONS  

  • Pincers. Melee Weapon Attack. +7   to hit, reach 5 ft., one target. Hit: 9 (2d8+4) piercing damage.
  • Lightning Gun (Recharge 6).   The mi-go fires a bolt of lightning 5 feet wide and 300 feet long. All   targets along this line can make a DC 13 Dexterity saving throw for half of 36   (8d6) lightning damage. 
  • Mist Projector (Recharge 5-6). The   mi-go fires a cone of icy mist 10 feet long and 10 feet wide. All creatures   within the cone must make a DC 13 Dexterity saving throw for half of 7 (2d6)   cold damage.

Mi-Go Scientist

 Mi-go scientists use devices to extract the brains of humanoids and impersonate them. They are the priests and intellectuals of the mi-go and are fond of storing the brains they collect in cylinders, using them as a form of living memories they consult as needed.  

Medium aberration   (astral), lawful evil

Armor Class   12
Hit Points 11 (2d8)
Speed 20 ft., fly 30 ft.

STR | DEX | CON | INT | WIS | CHA

10 (+0) | 15 (+2) | 12 (+1) | 17 (+3) | 15 (+2) | 15 (+2)

Skills Arcana   +5, Deception +4, History +5, Medicine +4, Perception +4, Religion   +5, Stealth +4

Damage   Immunities bludgeoning, piercing, and slashing from non-magical attacks

Damage   Resistances cold

Condition   Immunities blinded, deafened, petrified

Senses   darkvision 60 ft., blindsight 120 ft., passive Perception 14
Languages Common, Mi-go
Challenge 3 (700 XP)  

Astral Nature. An astral creature   doesn’t require air or sleep. 

Harmed by Running Water. The   mi-go takes 20 acid damage if it ends its turn in running water.

Mimicry. The mi-go can mimic animal sounds   and humanoid voices. A creature that hears the sounds can tell they are   imitations with a successful DC 14 Wisdom (Insight) check.

ACTIONS

  • Grasping Claws. Melee Weapon   Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing   damage. If the target is Medium or smaller, it is grappled (escape DC 12).
  • Electric Weapon (Recharge 6). The   mi-go scientist fires a device that emits bluish bolts at a single target   within 20 feet. The target takes 5 (1d10) lighting damage and must make a DC   12 Constitution saving throw or paralyzed. The target can make a Constitution   saving throw each round to recover from the effect. 
  • Laser Scalpel. Melee Weapon   Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the   mi-go. Hit: The target takes 55 (10d10) radiant damage. If this damage   reduces the target to 0 hit points, the mi-go kills the target by extracting   its brain.
  • Corpse Appearance. The mi-go   covers itself with the skin of a corpse that makes it look like a living   version of creature of its general size and humanoid shape. The illusion ends   if the mi-go takes a bonus action to end it or if it dies. The changes   wrought by this effect fail to hold up to physical inspection. For example,   the mi-go could appear to have smooth skin, but someone touching it would   feel its rough flesh. Otherwise, a creature must take an action to visually   inspect the illusion and succeed on a DC 20 Intelligence (Investigation)   check to discern that the mi-go is disguised.

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