Mi-go have been described as “vaguely insectlike,” but the emphasis belongs on “vaguely.” They have stubby wings, multiple limbs, and nightmarish heads, but the resemblance ends there.
The mi-go are a space-faring race of great skill and vast malevolence. They travel in large numbers between worlds, somehow folding space to cover astronomical distances in months rather than decades.
Alien Technology. Their technology includes mastery of living things, powerful techniques to implant mi-go elements and even minds in alien bodies (or to extract them), and an unparalleled mastery of living tissue in both plant and animal form. While they have their own secrets and goals, they also serve ancient powers from between the stars and carry on an interstellar effort to conquer and spread their species.
World Colonizers. The mi-go are devoted followers of Shub-Niggurath, the goddess of fecundity and growth, and take their evangelical mission extremely seriously. They colonize entire worlds in Shub-Niggurath’s name, and they plant and harvest entire species according to her will.
Brain Cylinders. One of the apexes of mi-go technology is the brain cylinder, a device that permits the extraction and maintenance of a living brain outside the body. Safely isolated in a mi-go cylinder, a human brain can be transported between the stars, sheltered—mostly—from the psyche-crushing effects of interstellar space. They deploy, fill, and retrieve these cylinders according to schedules and for purposes mysterious to others. Indeed, most of their technology appears either revolting or simply bizarre to humanoids (plant folk are less disquieted by their functioning).
Mi-go merchants exchange psychic tools, surgical instruments, and engineered materials such as solar wings, illuminating lampfruit, and purple starvines (which induce sleep).
Medium plant, neutral evil
Armor Class 17 (natural armor)
Hit Points 76 (8d8 + 40)
Speed 30 ft., fly 60 ft.
|16 (+3)||19 (+4)||21 (+5)||25 (+7)||15 (+2)||13 (+1)|
Saving Throws Str +6, Con +8, Cha +4
Skills Arcana +10, Deception +7, Medicine +5, Perception +5, Stealth +7
Damage Resistances radiant, cold
Senses blindsight 30 ft., darkvision 240 ft., passive Perception 15
Languages Common, Mi-go, Void Speech
Challenge 5 (1,800 XP)
Astral Travelers. Mi-go do not require air or heat to survive, only sunlight (and very little of that). They can enter a sporulated form capable of surviving travel through the void and returning to consciousness when conditions are right.
Sneak Attack (1/Turn). The mi-go does an extra 7 (2d6) damage when it hits a target with a claw attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mi-go that isn’t incapacitated and the mi-go doesn’t have disadvantage on the attack roll.
Disquieting Technology. The mi-go are a highly advanced race, and may carry items of powerful technology. Mi-go technology can be represented using the same rules as magic items, but their functions are very difficult to determine: identify is useless, but an hour of study and a successful DC 19 Arcana check can reveal the purpose and proper functioning of a mi‑go item.
Multiattack. The mi-go makes two attacks with its claws.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and the target is Grappled (escape DC 13). If both claw attacks strike the same target in a single turn, the target takes an additional 13 (2d12) psychic damage.
Spore Release. When a mi-go dies, it releases its remaining spores. All living creatures within 10 feet take 14 (2d8 + 5) poison damage and become Poisoned; a successful DC 16 Constitution saving throw halves the damage and prevents poisoning. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on itself with a success.