Cassandra, Malocchio, Ayn al-Asūd

A few more monsters. I want something in the “nothic/mind flayer/beholder” continuum.

Now, that’s not a real continuum, yet. But we can get it there; Dragon Age has been giving me a yearning for “monsters made out of wizards”, the SRD has been reminding me what’s missing. Also, inevitably, when psionics do get out, the Illithid will change. I want something more magicky, and something like demons and devils — a creature type.

Mallock
A type of creature which arises from the corpses of ritualists who treat with dark forces. Guards and assistants are transformed into acolytes; the leaders Ritualists, and the truly damned become Achmallock.

Mallock Acolyte (Challenge 2)
Medium aberration, neutral evil
AC 15 (natural armor)
Hit Points: 39 (6d8+12)
Resist Damage: psychic
Condition immunity: frightened, confused
Speed: 30 ft.
STR+2  DEX+3  CON+2  INT+1  WIS+0  CHA-1
Skills Perception +2 Stealth +5
Senses: truesight 120 ft., passive Perception 12
Languages: Telepathy 120 ft., Undercommon
Challenge 2
Traits:
Evil Eye: When a creature that can see the Mallock’s central eye starts its turn within 30 feet of the Mallock, the Mallock can force it to make a (fear-based) DC 11 charisma save if the Mallock isn’t incapacitated and can see the creature. If the saving throw fails, the creature is frightened for 1 minute. While frightened, the creature takes 1d6 psychic damage at the beginning of each turn. The creature gets a saving throw at the end of each round, with disadvantage if it can still see the source of its fear.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the Mallock until the start of its next turn; if it looks at the Mallock in the meantime, it must make the save.
Actions
Claw: melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 +3) slashing damage.
Innate Spellcasting: The innate casting ability is intelligence; the attack bonus is +3, and the save DC 11.
1/day each: counterspell, detect thoughts, disguise self, misty step.

Mallock Ritualist (Challenge 7, 8 if it retains spellcasting)
Medium aberration, neutral evil
AC 15 (natural armor)
Hit Points: 58 (13d8)
Resist Damage: psychic
Condition immunity: frightened, confused
Speed: 30 ft.
STR+0  DEX+1  CON+0  INT+4  WIS+3  CHA+3
Skills Perception +6 Stealth +4
Senses: truesight 120 ft., passive Perception 12
Languages: Telepathy 120 ft., Undercommon
Challenge 7
Traits:
Magic Resistance: Advantage on saving throws against magical effects.
Evil Eye: When a creature that can see the Mallock’s central eye starts its turn within 60 feet of the Mallock, the Mallock can force it to make a (fear-based) DC 15 charisma save if the Mallock isn’t incapacitated and can see the creature. If the saving throw fails, the creature is frightened for one minute. While frightened, the creature takes 3d6 psychic damage at the beginning of each turn. The creature gets a saving throw at the end of each round, with disadvantage if it can still see the source of its fear.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the Mallock until the start of its next turn; if it looks at the Mallock in the meantime, it must make the save.
Nightmare: Frightened creatures that can see this Mallock are stunned while frightened and take 2d6 extra damage from this creature ‘s abilities, attacks and spells.
Actions
Bite: melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage. Target must make a DC 15 constitution save or take 17 (5d6) poison damage and be poisoned for one minute, stunned while poisoned, save at the end of each round.
Claw: melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage and medium creatures are grappled (escape DC 15) and are exposed to the evil eye each round while grappled.
Steal Head: Melee weapon attack. +7 to hit one incapacitated target grabbed by the Mallock. The target takes 55 (10d10) piercing damage. If the damage reduces the target to 0 hp, the target is decapitated.
Innate Spellcasting: The innate casting ability is intelligence; the attack bonus is +7, and the save DC 15.
At will: alter self, detect thoughts, suggestion
3/day each: counterspell, misty step
1/day: geas

Variant: Mallock Mage: it’s a 10th level wizard; DC 15.

Archmalock (Challenge 13, 14 if it retains spellcasting)
Medium aberration, neutral evil
AC 17 (natural armor)
Hit Points: 130 (20d8+40)
Resist Damage: acid, cold, electric, fire, poison, thunder, psychic
Condition immunity: frightened, confused
Speed: 20 ft., fly 20 ft. (hover)
STR+1  DEX+2  CON+2  INT+4  WIS+3  CHA+3
Skills Perception +6 Stealth +5
Senses: truesight 120 ft., passive Perception 16
Languages: Telepathy 120 ft., Undercommon
Challenge 13
Traits:
Limited Magic Immunity: Immune to spells of 6th level or lower unless it wishes otherwise. Advantage on saving throws against all other magical effects.
Evil Eye: When a creature that can see the Mallock’s central eye starts its turn within 120 feet of the Mallock, the Mallock can force it to make a (fear-based) DC 16 charisma save if the Mallock isn’t incapacitated and can see the creature. If the saving throw fails, the creature is frightened for one minute. While frightened, the creature takes 6d6 psychic damage at the beginning of each turn. The creature gets a saving throw at the end of each round, with disadvantage if it can still see the source of its fear.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the Mallock until the start of its next turn; if it looks at the Mallock in the meantime, it must make the save.
Nightmare: Frightened creatures that can see this Mallock are stunned while frightened and take 4d6 extra damage from this creature’s abilities, attacks and spells.
Actions
Multiattack: the Mallock makes a claw and a bite attack.
Bite: melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage. Target must make a DC 16 constitution save or take 17 (5d6) poison damage and be poisoned for one minute, stunned while poisoned, save at the end of each round.
Claw: melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage and medium creatures are grappled (escape DC 16) and are exposed to the evil eye each round while grappled.
Arcane Symbol: one target within line of sight is exposed to a random symbol effect, DC 16.

Innate Spellcasting: The innate casting ability is intelligence; the attack bonus is +8, and the save DC 16.
At will: alter self, counterspell, detect thoughts, misty step, suggestion
1/day: geas

Legendary Actions (3/round):
Symbol: the Mallock uses the Symbol action.

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About lackhand

I was born in 1984 and am still playing games, programming computers, and living in New York City. View all posts by lackhand

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