Malfuriel the Betrayer
The Griffon's Saddlebag: Book Two p. 346 (Third Party)
- Size
- Large
- Type
- fiend (devil)
- Alignment
- lawful evil
- AC
- 17
- Hit Points
- 126 (12d10+60)
- Speed
- walk 40 ft., fly 90 ft.
- Saving Throws
- Con +9, Wis +9
- Skills
- Deception +9, Intimidation +9, Perception +9
- Resistances
- cold, fire, necrotic, radiant, bludgeoning, piercing, and slashing damage from nonmagical attacks
- Immunities
- poison
- Condition Immunities
- charmed, exhaustion, frightened, poisoned
- Senses
- darkvision 120 ft.
- Passive Perception
- 19
- Languages
- All, telepathy 120 ft.
- Challenge
- 10
Traits
Proficiency Bonus
+4
Bloodmire Adaptation
Malfuriel is immune to the diseases described in the Bloodmire Diseases table.
Devil's Sight
Magical darkness doesn't impede Malfuriel's darkvision.
Divine Awareness
Malfuriel knows if he hears a lie.
Innate Spellcasting
Malfuriel's spellcasting ability is Charisma (spell save DC 17). Malfuriel can innately cast the following spells, requiring no material components:
- At will: detect evil and good, invisibility (self only)
- 3/day: dispel evil and good
- 1/day: blight, wall of fire
Legendary Resistance (1/Day)
If Malfuriel fails a saving throw, he can choose to succeed instead.
recharge
1/DAY
Magic Resistance
Malfuriel has advantage on saving throws against spells and other magical effects.
Forsaken Weapons
Malfuriel's weapon attacks are magical. When Malfuriel hits with any weapon, the weapon deals an extra 3 (1d6) necrotic damage (included in the attack).
Actions
Multiattack
Malfuriel makes two melee attacks.
Greatsword
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) slashing damage plus 3 (1d6) necrotic damage.
Corrupting Touch (2/Day)
Malfuriel touches a creature, and that creature must succeed on a DC 17 Wisdom saving throw or be magically charmed for 1 hour. The charmed target obeys Malfuriel's spoken or telepathic commands. If the target suffers any harm, or receives a command to harm itself, the target can repeat the saving throw, ending the effect on a success. If a target successfully saves against the effect, or the effect ends for it, the target is immune to Malfuriel's Corrupting Touch for the next 24 hours.
recharge
2/DAY
Legendary Actions
Legendary Actions (3/Turn)
Malfuriel can take 3 legendary actions, choosing from the option below. Only one legendary action can be used at a time and only at the end of another creature's turn. Malfuriel regains spent legendary actions at the start of his turn.
recharge
3/TURN
Move
Malfuriel moves up to half his speed.
Greatsword (2 Actions)
Malfuriel makes on greatsword attack.
Accursed Step (3 Actions)
Malfuriel magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. Malfuriel can then choose one creature he can see within 5 feet of him. The target must make a DC 17 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save or half as much damage on a successful one. malfuriel regains hit points equal to the amount of necrotic damage dealt.
Lair Action Categoría: lair
On initiative count 20 (losing initiative ties), Malfuriel can take a lair action to cause one of the following effects:
- A stream of blood opens up on the ground originating at a point Malfuriel chooses within 60 feet of him. The stream is 30 feet long, 5 feet wide, and 5 feet deep. Each creature in the area must make a DC 15 Dexterity saving throw. On a successful save, a creature moves to the nearest unoccupied space of its choice outside the stream. On a failed save, the creature falls into the stream and takes 7 (2d6) necrotic damage. A creature that starts its turn in the stream must succeed on a DC 13 Constitution saving throw or become diseased (see the Bloodmire Diseases table).
- A pillar of unholy flame bursts from the ground. Each creature in a 5-foot radius, 60-foot-high cylinder centered on a point Malfuriel chooses within 60 feet of him must make a DC 15 Dexterity saving throw, taking 7 (2d6) fire damage and 7 (2d6) necrotic damage on a failed save or half as much damage on a successful one.
Spells
Detect Evil and Good, Invisibility, Dispel Evil and Good, Blight, Wall of Fire
Other data
description
Malfuriel was once an ardent enforcer of the heavens: charged with punishing bigots and heretics. But time's passing led him to take satisfaction—then pleasure—from inflicting pain. He became a sadistic torturer and was exiled from the Upper Planes: a fallen planetar. When the forces of hell offered him the opportunity to lead a legion and inflict wanton suffering on his choice of targets, Malfuriel accepted the bargain, becoming a devil in the process. After several successful campaigns of slaughter and torture, Malfuriel's Crimson Legion became a renowned and unstoppable force of destruction. With bruised, pale green skin and a multitude of open cuts slowly oozing blood, Malfuriel's hulking form is appropriately intimidating and only subtly recognizable as once angelic. His once white-feathered wings are now stained and dripping crimson. Freed from Syre's cursed blade, his boundless fury is free once more to raze all opposition.
Optional: Malfuriel's weakened state: At your discretion, Malfuriel may be in a weakened state from his battle with Syre when the party first encounters him. If so, his hit point maximum is reduced to 109, making him a CR 9 encounter worth 5,000 XP.