Mallqui

Tome of Beasts (Third Party)

Tamaño
Mediano
Tipo
undead
Alineamiento
legal neutral
CA
14 (natural armor)
Puntos de golpe
120 (16d8+48)
Velocidad
walk 20 ft.
Salvaciones
Int +3, Cha +5
Habilidades
History +3, Insight +6, Religion +3
Resistencias
cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Inmunidades
necrotic, poison
Inmunidad a estados
charmed, exhaustion, frightened, paralyzed, poisoned
Sentidos
darkvision 60 ft.
Percepción pasiva
13
Idiomas
the languages it knew in life
Desafío
8
FUE
16
+3
DES
9
−1
CON
16
+3
INT
11
+0
SAB
16
+3
CAR
14
+2

Rasgos

Regeneration

The mallqui regains 10 hit points at the start of its turn. If the mallqui takes damage from its Water Sensitivity trait, its regeneration doesn't function at the start of the mallqui's next turn. The mallqui dies only if it starts its turn with 0 hit points and doesn't regenerate.

Innate Spellcasting

The mallqui's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components:

  • At will: druidcraft, produce flame
  • 4/day each: create or destroy water, entangle
  • 2/day: locate animals or plants
  • 1/day each: dispel magic, plant growth, wind wall

Water Sensitivity

The flesh of a mallqui putrefies and dissolves rapidly when soaked with water in the following ways

  • Splashed with a waterskin or equivalent: 1d10 damage
  • Attacked by creature made of water: Normal damage plus an extra 1d10 damage
  • Caught in rain: 2d10 damage per round (DC 11 Dexterity saving throw for half)
  • Immersed in water: 4d10 damage per round (DC 13 Dexterity saving throw for half)

Alternatively, the saving throw and DC of the spell used to conjure or control the water damaging the mallqui can be used in place of the saving throws above

Acciones

Multiattack

The mallqui can use its xeric aura and makes two attacks with its desiccating touch.

Desiccating Touch

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) necrotic damage.

Xeric Aura

All creatures within 20 feet of the mallqui must succeed on a DC 15 Constitution saving throw or take 11 (2d10) necrotic damage and gain a level of exhaustion. A creature becomes immune to the mallqui's xeric aura for the next 24 hours after making a successful save against it.

Xeric Blast

Ranged Spell Attack: +7 to hit, range 30/90 ft., one target. Hit: 13 (3d6 + 3) necrotic damage.

Otros datos

description