Malamar (5e Creature)

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Malamar[edit]

Medium monstrosity, any non-lawful alignment


Armor Class 14 (natural armor)
Hit Points 104 (16d8 + 32)
Speed 10 ft., swim 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 14 (+2) 12 (+1) 14 (+2) 18 (+4)

Saving Throws Wis +5, Cha +7
Damage Immunities psychic
Senses passive Perception 12
Languages Aquan, understand Common but can't speak it
Challenge 5 (1,800 XP)


Contrary. If the malamar or a creature within 10 feet of it would have advantage on an attack roll, ability check, or saving throw, it instead has disadvantage, and vice versa (included in the malamar's stat block).

Suction Cups. The malamar has disadvantage on saving throws to resist being moved.

ACTIONS

Multiattack. The malamar makes one attack with its Tentacles and one Night Slash attack. It can substitute either of those attacks with a use of Superpower.

Night Slash. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 3) slashing damage.

Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the malamar can't use its tentacles on another target.

Superpower (Recharge 5-6). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 30 (6d8 + 3) bludgeoning damage and the malamar has advantage on all attack rolls it makes until the end of its next turn.

REACTIONS

Topsy-Turvy. In response to another creature dealing damage to the malamar, the malamar reduces the damage to 0 and regains 1d6 hit points.

malamar.jpg
A Malamar Source



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