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Breadcrumb

Malice Spawn

Challenge
str
21
dex
20
con
22
int
4
wis
12
cha
7

AC 20 (natural armor)
HP 10 (1d8+6; bloodied  5)
Speed 30 ft., swim 30 ft.
Initiative Dex +5 (15), Insight +1 (11), Perception +5 + 1d8 (15 + 1d8)


Proficiency +4; Maneuver DC 17
Saving Throws Str +5, Dex +5, Con +6, Int –3, Wis +1, Cha –2
Skills Athletics +9, Perception +5 (+1d8), Stealth +9 (+1d8)
Damage Vulnerabilities psychic
Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed , frightened , prone
Senses darkvision 120 ft., passive Perception 19


Evasive Mettle. If the malice spawn is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Fueled by Malice. Killing a malice spawn deals 10 necrotic damage to the screaming malice. The malice spawn automatically dies if it strays more than three miles from the screaming malice that created it.
Magic Resistance. The malice spawn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The malice spawn’s weapon attacks are magical


ACTIONS

Claw. A strike of its talons elicits a flood of emotions. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. If the target is charmed , frightened , or experiencing intense magical emotions, it must succeed on a DC 18 Wisdom saving throw or fall prone

Monster Type Description

Aberrations are unnatural beings that don’t belong to this plane of existence. Many aberrations are telepathic and use a mental power known as psionic power instead of magic. An aboleth is an aberration.