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Malth

Small aberration, neutral evil
Armor Class 18 (natural armor)
Hit Points 120 (6d20+20) 8d20+20
Speed Hover: 10ft Swim: 15ft Climb: 15ft

STR
16 +3
DEX
14 +2
CON
16 +3
INT
12 +1
WIS
11 0
CHA
10 0

Saving Throws Strength, Constitution
Skills Athletics +5, Stealth +4
Damage Resistances Piercing
Damage Immunities Magic
Condition Immunities Grappled, Frightened
Senses Darkvision (30 ft)
Languages Understands Deep Speech but can't speak
Challenge 4

Eldritch Blast (Cantrip), Charm Person (Lvl 1), Blindness/Deafness (Lvl 2), Counterspell (Lvl 3), Confusion (Lvl 4).

At will: Eldritch Blast.

2/day: Charm Person, Blindness/Deafness, Counterspell, Confusion.


Control Liquid. The Malth can utilize liquid to aid in combat.


Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 15 ft., two/one target. hit 2d8+2 bludgeoning damage. 3d8+2   Sting Melee Weapon Attack: +5 to hit, reach 5 ft., one target. hit 6d8+2 piercing damage. 4d8+3   Grapple. The Malth can Grapple any creature within a 50 ft radius of it.   Liquid Pull. If the Malth Grapples a creature with a size of medium or less, it can use a bonus action to pull the creature closer to it.


 

The Malths appearance is that of a fleshy sphere with four very small tentacles that allow the Math to control liquid.

Caves, Underdark



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