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Malfera

by Sheldon Morris

Large monstrosity, chaotic evil
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Armour Class 16 (natural armour)
Hit Points 104 (11d10 + 44)
Speed 20 ft.
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STR|DEX|CON|INT|WIS|CHA
18 (+4)|13 (+1)|19 (+4)|10 (+0)|7 (-2)|14 (+2)
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Saving Throws Con +7, Cha +5
Skills Intimidation +5
Damage Resistances poison, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities acid
Condition Immunities charmed, frightened
Senses blindsight 90 ft., passive Perception 8
Languages Nightmare, telepathy 120 ft.
Challenge 6 (2,300 XP)
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ACTIONS
Multiattack. The malfera makes one claw attack. If the attack hits, it makes a second claw attack against the same target.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Hit: 10 (1d12 + 4) bludgeoning damage. If two claw attacks are successful against the same target during the same round, the target is grappled (escape DC 15), and the malfera uses its Ensnare on it.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Hit: 8 (1d8 + 4) piercing damage. The target must make a DC 16 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. The target is also poisoned.

Ensnare. The malfera draws a grappled creature in to its acid-coated, tentacled, chest and entraps it. The entrapped target is retrained and it must succeed on a DC 15 Constitution saving throw at the start of each of the malfera's turns or take 14 (4d6) acid damage. If the malfera moves, the entrapped target moves with it. The malfera can have only one creature entrapped at a time.

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REACTIONS
Bite. If the malfera's first claw attack during its turn is unsuccessful, the malfera makes one bite attack.