Squirming Skirmisher

Medium Aberration, Chaotic Evil

Armor Class: 17 (Half-Plate)

Hit Points: 60 (8d8+24)

Speed: 30 ft., climb 30 ft.

STR 13/+1

DEX 18/+4

CON 16/+3

INT 6/-2

WIS 8/-1

CHA 5/-3

Skills: Stealth +6

Saving Throws: Wis +1

Damage Resistances: Cold, Psychic

Damage Immunities: Necrotic (Special)

Condition Immunities: Blinded, Exhaustion, Charmed, Frightened

Senses: Blindsight 60 ft., Passive Perception 9

Languages: Common and Deep Speech; Understands but can’t Speak

Challenge: 3

Proficiency Bonus: +2

Eldritch Vigour. When the Skirmisher would take necrotic damage, it not only ignores the damage, but also regains hit points equal to the necrotic damage it would take. 

Mucilaginous Flesh. The Skirmisher can freely move on vertical surfaces and ceilings without requiring to use its hands and without requiring any ability check. As a bonus action, the Squirming Skirmisher extends a part of its flesh to stick to and pull itself to a wall, ceiling or an unmoving inanimate object within 30 feet.

Slippery Form. Its unique shifting form grants several other features to the Skirmisher.

  • Each time the Skirmisher takes damage, it can move 5 feet away without triggering attacks of opportunity.
  • It is immune to fall damage.
  • It can Hide as a bonus action


  • Multiattack. Squirming Skirmisher makes two Mucous Shot attacks
  • Mucous Shot. Ranged Weapon Attack: +6 to hit, range 90 ft, one target. Hit: 7(1d6+4) necrotic damage, and the target is covered in sticky mucous, reducing their movement speed by 10 feet until the end of their next turn.
  • Sticky Spit. The Skirmisher spits out a ball of foetid goo at a point within 60 feet that it can see. Each creature within 5 feet of the target must make a DC 14 Dexterity saving throw. On a failure they become restrained until the end of the Skirmisher’s next turn, or until a creature within 5 feet uses their action to remove the effect.

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