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Malack[edit]

Medium undead (lizardfolk, shapechanger), lawful evil


Armor Class 19 (natural armor)
Hit Points 161 (17d8 + 85)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 20 (+5) 17 (+3) 18 (+4) 18 (+4)

Saving Throws Dex +9, Wis +8, Cha +9
Skills Perception +7, Stealth +9
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 17
Languages Abyssal, Common, Draconic, Infernal
Challenge 15 (13,000 XP)


Shapechanger. If Malack isn't in sunlight or running water, he can use his action to polymorph into a Tiny bat or a Medium cloud of mist, or back into his true form.
While in bat form, Malack can't speak, his walking speed is 5 feet, and he has a flying speed of 30 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to its true form if he dies.
While in mist form, Malack can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can't pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight.

Legendary Resistance (3/Day). If Malack fails a saving throw, he can choose to succeed instead.

Misty Escape. When he drops to 0 hit points outside his resting place, Malack transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn't in sunlight or running water. If he can't transform, he is destroyed.
While he has 0 hit points in mist form, he can't revert to its vampire form, and he must reach his resting place within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place with 0 hit points, he regains 1 hit point.

Regeneration. Malack regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in sun light or running water. If Malack takes radiant damage or damage from holy water, this trait doesn't function at the start of Malack's next turn.

Spellcasting. Malack is a 12th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Malack has the following cleric spells prepared:

Cantrips (at will): chill touch, guidance, inflict minor wounds, radiant lance, thaumaturgy
1st level (4 slots): command, cure wounds, guiding bolt, inflict wounds
2nd level (3 slots): hold person, protection from daylight, spiritual weapon
3rd level (3 slots): accelerate vampirization, animate dead, dispel magic, vampiric touch
4th level (3 slots): banishment, blight, death ward
5th level (2 slots): flame strike, geas, mass cure wounds
6th level (1 slot): blade barrier, harm

Spider Climb. Malack can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. Malack has the following flaws:
Forbiddance. Malack can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. Malack takes 20 acid damage if he ends his turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into Malack's heart while Malack is incapacitated in his resting place, Malack is paralyzed until the stake is removed.
Sunlight Hypersensitivity. Malack takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.

ACTIONS

Multiattack (Vampire Form Only). Malack makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, Malack can grapple the target (escape DC 18).

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Malack, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Malack regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Malack's control.

Charm. Malack targets one humanoid it can see within 30 feet of it. If the target can see Malack, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Malack. The charmed target regards Malack as a trusted friend to be heeded and protected. Although the target isn't under Malack's control, it takes Malack's requests or actions in the most favorable way it can, and it is a willing target for Malack's bite attack.
Each time Malack or Malack's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Malack is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Children of the Night (1/Day). Malack magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, Malack can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Malack and obeying its spoken commands. The beasts remain for 1 hour, until Malack dies, or until Malack dismisses them as a bonus action.

LEGENDARY ACTIONS

The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.

Move. Malack moves up to his speed without provoking opportunity attacks.
Unarmed Strike. Malack makes one unarmed strike.
Bite (Costs 2 Actions). Malack makes one bite attack.
Cast a Spell (Costs 1-3 Actions). Malack casts a spell of 3rd level or lower with a casting time of 1 action or lower. Doing so costs 1 legendary action per level of the spell (1 if the spell is a cantrip).



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