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Alluvium Mire Marine




Now a slime in the shape of a human an alluvium looks like it should fall apart at any moment. Beneath translucent skin a few connecting strands of grey muscle amid sea glass colored bones flex and twitch whenever the thing moves. Bloodshot eyes are held in place by piercing bone spurs with a thin film of ooze over them to keep from drying out. Intestines writhe below the organs like an agitated jellyfish. The rest of the semi-solid gel where meat once was resembles murky water. Patches of cilia sprout from the surface on the creature’s shoulders and sides, drinking in strange sensory data.


Less human and more ooze the mire marine’s arms have devolved into cilia-lined pseudopod clusters. These flexible appendages wrap around the barbed spears they carry but are flexible enough to strike out on their own without relinquishing the weapon. The half-plate the marine wears bears an oily, brown sheet, its plates alchemically treated to withstand the abomination’s caustic surface. Like a silt guard, the marine’s faceplate resembles a rosy-cheeked mask, but their lower face is now devoid of jaw and teeth beneath the murk.


Mire Patch. Not only has most of the marine's body devolved into an ooze but it can now spread its insidious influence. With exertion, the mire marine exudes a slimy coating across the ground around it. This caustic patch doesn't affect the alluvium at all. It's foes, on the other hand, have their boots melt from under them, skin bubble as the acid spreads, and their armor dissolve. Often times a unit of mire marines will form a zig-zag chain of mire patches across a battlefield and form a solid defensive line.


Mire Marine

Medium Humanoid, lawful evil

Armor Class 16 (halfplate)

Hit Points 112 (15d8+45)

Speed 30ft

Str 16 Dex 13 Con 16 Int 10 Wis 11 Cha 10

Skills. Intimidation +5, Perception + 4

Damage Immunities acid

Damage Resistances slashing, cold

Condition Immunities exhaustion

Senses darkvision 60ft, passive Perception 12

Languages Common

Challenge 5 (1,800 XP)

Amphibious

The mire marine can breath both air and water.

Brute

Brute. A melee weapon deals one extra die of its damage when the Mire Marine hits with it (included in the attack).

Actions

Multiatack

The mire marine makes one spear and one pseudopod attack as an action.

Spear

Melee Weapon Attack: +6 to hit, reach 10 ft. and range 20/60ft, one target. Hit: 11(2d6+4) piercing damage or 13(2d8+3) piercing damage if used two-handed. The mire marine always attacks two-handed if able.

Pseudopod

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6(1d6+3) bludgeoning damage plus 4 (1d8) acid damage.

Mire Patch (Recharge 6)

A 10ft section of ground centered on the mire marine is covered with an acidic patch for 1 minute or until the Mire Marine uses this ability again. Any character that begins their turn in the patch, or moves through it, must make a DC 14 Constitution save or take 7(2d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. A creature that makes the save takes no damage and their armor does not degrade. The armor of the Alluvium is specially treated and immune to this effect.

Varient: Mire Marine Sniper. Some mire marines are trained with crossbows instead to provided ranged support in battle. Their branching pseudopods make reloading the usually slow weapon a breeze. This allows them the rain down bolts at a rate comparable to arrows shot from bows. The bolts are coated with a smear of the alluvium's 'flesh'. A mire marine sniper's profile adds the following changes:

Ranged Focus

The mire marine sniper gains +2 to hit on all ranged weapon attacks.

Multiatack

The mire marine makes two crossbow attacks or two pseudopod attacks as an action.

Heavy Crossbow

Ranged Weapon Attack: +6 to hit, reach 10 ft. and range 100/400ft, one target. Hit: 7 (1d10+1) piercing plus 3(1d6) acid damage.

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