Malfestio (5e Creature)

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Large monstrosity, unaligned

Armor Class 16 (natural armor)
Hit Points 112 (15d10 + 30)
Speed 30 ft., fly 60 ft.

14 (+2) 18 (+4) 14 (+2) 3 (-4) 14 (+2) 16 (+3)

Saving Throws Dex +7
Skills Perception +5, Stealth +7
Proficiency Bonus +3
Damage Resistances poison
Senses darkvision 120 ft., passive Perception 15
Challenge 5 (1,800 XP)

Dive. If the malfestio is flying and dives at least 30 feet straight toward a target and then hits it with a melee attack, the attack deals an extra 9 (2d8) damage.

Flyby. The malfestio doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Keen Hearing and Sight. The malfestio has advantage on Wisdom (Perception) checks that rely on hearing or sight.


Multiattack. The malfestio makes two attacks: one with its beak and one with its wing blade. If it is flying, it can use its claws in place of one other attack.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Wing Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage and 3 (1d6) slashing damage, and the target must make a DC 13 Strength saving throw or be knocked prone.

Disorienting Dust (Recharge 5-6). The malfestio sheds glittering scales in a 20-foot cube. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature is poisoned for 1 minute. While poisoned in this manner, a creature must roll a d6 at the start of each of its turns. On a roll of 1-4, the creature uses all its movement to move in a random direction and doesn’t take an action this turn. On a roll of 5-6, the creature can move and act normally this turn. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
A creature that does not need to breathe automatically succeeds on its saving throw.

Lulling Cry (1/Day). The malfestio lets out an infrasonic cry. Each creature in a 30-foot cone must make a DC 15 Constitution saving throw. On a failed save, a creature falls unconscious for 1 minute, or until it takes damage or another creature uses an action to shake or slap the affected creature awake.
Undead, creatures that are immune to being charmed, and creatures that do not need to sleep automatically succeed on this saving throw.

A malfestio. (Source)

When night falls across the deepest and darkest of primeval forests, the cunning malfestio takes flight, silently soaring beneath the canopy in search of prey to beguile and devour.

Deceptive Beast. A malfestio does not rely solely on its beak, talons and wings to bring down prey. Its feathers are covered in glittering scales which it can release in a dense cloud, and any creature that inhales these scales becomes disoriented, unable to tell up from down or left from right. It can also let out an infrasonic call which induces lethargy in nearby creatures, causing them to fall to sleep. These peculiar abilities allow the malfestio to make an easy meal out of its victims.

Missing Link. Though a malfestio appears to be an ogre-sized owl at first glance, a closer inspection reveals some surprising similarities to a wyvern, including leathery (if feather-covered) bat-like wings and a muscular, albeit stinger-less, tail. Some scholars have taken these traits to mean that the malfestio is some sort of missing link between birds and dragons, while others believe them to be the result of magical crossbreeding not unlike the owlbear.

Dangerous Game. Nobles prize malfestios for their iridescent plumage and webbing, which can be used to make extravagant clothing suitable for masquerades, and will pay a handsome sum to any hunter that can bring one of these creatures down relatively intact. Because of this, malfestios are often hostile towards humanoids and will attack lone travelers passing through their territory on sight.

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