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___ > ## Malboro >*Huge Abberation, Neutral* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 182 (14d12 +98) > - **Speed** 20ft, swim 40ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|10 (+0)|25 (+7)|4 (-3)|13 (+1)|8 (-1)| >___ > - **Saving Throws** Constitution +12 > - **Skills** Stealth +5, Survival +6 > - **Damage Vulnerabilities** Fire > - **Damage Resistances** non-magical Bludgeoning, Piercing and Slashing, Cold > - **Damage Immunities** Poison, Acid > - **Condition Immunities** Poisoned > - **Senses** 60ft blindsight > - **Languages** Malboro > - **Challenge** 14 > ___ > > ***Amphibious.*** The Malboro can breathe air and water > > ___ > ### Actions > ***Multiattack.*** The Malboro makes two *tentacle* attacks and one *bite* attack. > > ***Tentacle.*** *Melee weapon attack:* +10 to hit, Range 10ft, one target. *Hit:* 10 (1d10 +5) Bludgeoning damage > > ***Bite.*** *Melee weapon attack:* +10 to hit, Range 5ft, one target. *Hit:* 22 (8d4 + 5) piercing damage > > ***Bad Breath (Recharge 5-6).*** The Malboro breathes out a noxious gas in a 15ft sphere around itself. Each creature in that area must make a DC 20 *Constitution* saving throw, taking 18 (3d12) acid damage and 18 (3d12) poison damage on a failed saving throw or half as much on a successful one. If a creature fails the saving throw by 5 or more they become poisoned, they may repeat the saving throw at the end of each of their turns, ending the effect on a success. > > ***Summon Sprouts 1/Day.*** The Malboro summons 1d4 Malboro Sprouts to aid it in battle, they appear in unnocupied spaces within 5ft of the Malboro. They roll their own initiative when they are summoned. Malboro tend to hand out in swamps and similar areas and rarely venture out of the water unless to protect their ponds. They prefer even in the case of being attacked to take cover and wait for foolish adventurers to come to them. There is usually only one Malboro per colony of them but it is not unheard of. They need very little food and so rarely need to venture out to hunt, preferring instead to wait for prey to come to them. \columnbreak
___ > ## Malboro Sprout >*Medium Abberation, Neutral* > ___ > - **Armor Class** 11 (natural armor) > - **Hit Points** 26 (3d12 +) > - **Speed** 25ft, swim 50ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|18 (+4)|4 (-3)|13 (+1)|8 (-1)| >___ > - **Saving Throws** Constitution +6 > - **Skills** Stealth +3, Survival +3 > - **Damage Vulnerabilities** Fire > - **Damage Resistances** Cold, Acid > - **Damage Immunities** Poison > - **Condition Immunities** Poisoned > - **Senses** 30ft blindsight > - **Languages** Malboro > - **Challenge** 3 > ___ > > ### Actions > ***Multiattack.*** The Malboro Sprout makes one *tentacle* attack and one *bite* attack. > > ***Tentacle.*** *Melee weapon attack:* +5 to hit, Range 5ft, one target. *Hit:* 6 (1d6 +3) Bludgeoning damage > > ***Bite.*** *Melee weapon attack:* +10 to hit, Range 5ft, one target. *Hit:* 11 (4d4 + 3) piercing damage > > ***Bad Breath (Recharge 6).*** The Malboro breathes out a noxious gas in a 10ft sphere around itself. Each creature in that area must make a DC 15 *Constitution* saving throw, taking 6 (1d12) acid damage and 6 (1d12) poison damage on a failed saving throw or half as much on a successful one. If a creature fails the saving throw by 5 or more they become poisoned, they may repeat the saving throw at the end of each of their turns, ending the effect on a success.