User:Me0wFish
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About Me0wFish
Hey. My name is Me0wFish. I have been an avid Dungeons & Dragons for a few years now, and love creating the most bizarre and/or overpowered D&D creatures and effects. I am currently a Dungeon Master playing Waterdeep: Dungeon of The Mad Mage, and hope to continue playing for quite a while.
My Creatures
Malik the Only
Titanic dragon, neutral evil Armor Class 70 (natural armor)
Saving Throws Strength +90, Dexterity +70, Constitution +70, Intelligence +70, Wisdom +70, Charisma +70 Draconic Transformation. As an action, Malik can change his shape into that of any creature he has seen before. Malik’s true form cannot be discerned through any means, including Truesight, the Wish spell, and divine intervention. Whenever Malik takes a form other than his true draconic form, he loses a portion of his power, abilities and attacks. While in a fully non-draconic form, he loses a majority of his maximum health (already included), along with his Immensity and Siege Monster traits, and his Claws, Wings, Tail, Horn, Crush, and Swallow attacks. While in a humanoid form, Malik can choose to evolve to his half-dragon form as an action, choosing to acquire his claws, wings, tail, or horns, along with their attacks, but with a reach of 10 ft instead of their former reach. Additionally, while in half-dragon form, Malik’s health is increased (already included). At any point, Malik can choose to evolve into his true draconic form, granting him access to his Immensity and Siege Monster traits, along with his Claws, Wings, Tail, Horn, Crush, and Swallow attacks. Additionally, while in dragon form, Malik’s health reaches its maximum (already included). While in either half-dragon or dragon form, Malik can choose to activate any of the following abilities.
Supreme Being. Malik has the Boon of Primordial Power and abilities of Supreme God Maitraya. Immortal. At the start and end of every turn, Malik regains all lost hit points, heals all wound, mends all broken and fractured bones, and regenerate all lost body parts. Additionally, Malik cannot be killed by instead death effects, the Wish spell, or divine intervention, and whenever Malik falls below 1 hit point, he instead remains at 1 hit point. Flaming Absorption. Whenever Malik is subjected to fire, necrotic, or radiant damage, he takes no damage and instead regains a number of hit points equal to the fire, necrotic, or radiant damage dealt. Unstoppable Strength. Whenever Malik makes any saving throw, skill check, attack, or spell that allows him to add his Strength modifier, he may instead add his Strength score to the roll (included in the abilities). Additionally, Malik lands a critical hit on a roll of 15-20. Unescapable Being. While in the Material Plane, Malik can target a creature in the Ethereal Plane with any of his attacks, or vise versa. Immensity. While in dragon form, Malik can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Malik moves through a creature's space, the creature must make a DC 70 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round. Eternal Flame. Malik’ claw, tail, and bite attacks are magical. When Malik hits with an attack or spell, the attack deals an extra 20d8 fire damage (included in the attack). Additionally, all fire damage dealt by the dragon bypasses all resistances and immunities, and cannot be put out through nonmagical means. Omniscient. Malik has advantage on and is proficient with all skills, saving throws, weapons, armor, languages, and tools. Draconic Awareness. Malik knows if he hears a lie. Flaming Aura. All objects, land, and creatures within 20 miles of Malik are automatically lit on fire. Nonmagical objects lit on fire in this way are incinerated after 1d4 turns, and creatures that start their turn lit on fire through this ability take 20d8 fire damage. Any body of land lit on fire by this ability counts as difficult terrain and stays lit until put out through magical means, and anyone who enters or starts their turn in a body of land burning in this way take 20d8 fire damage. Artifacts are immune to these flames, unless stated otherwise, but all other magical items are also lit on fire, being incinerated after 2d8 turns unless they are put out through magical means. Malik may choose to not effect any creature, area, or object with this ability, or revoke their immunity if they already had it, no action or bonus action required. Siege Monster. Malik deals quadruple damage to objects and structures while in dragon form. Innate Spellcasting. Malik can innately cast any of the following spells requiring no material, somatic, or verbal components (Save DC 70, +70 to hit). Additionally, whenever a creature attempts to dispel or in any way alter one of Malik’s spells, they must succeed on a DC 70 Charisma check. If the check succeeds, they successfully dispel or alter the spell. On a fail, the creature takes 10d10 fire phychic. Whether or not the creature succeeds, Malik becomes aware of their existence and exact location if it didn’t already. At will: animate dead, blight, crown of madness, compel suicide, fear, fireball, greater invisibility, infernal law, power word pacify, shapechange, suggestion 5/day each: animate dead legion, control weather, eyebite, dominate person, mass mind wipe, mass suggestion (9th level), unleashed shadows, wild winds of chaos 3/day each: control weather, circle of death (7th level), eviscerate, greater harmfield, feeblemind, finger of death, mass harm mute (9th level), miasma of death, mind scour, spirit maelstrom, wail of the banshee, waves of exhaustion 1/day each: apocalypse from the sky, brand of undeath, break, dominate monster (9th level), flay, eversion, geas (9th level), necropolis, malcador’s fallen star, power word heal, power word kill Telepathic. Malik can telepathcially communicate with all creatures that he can see. Legendary Resistance (5/Day). If Malik fails a saving throw, he can choose to succeed instead. ACTIONSMultiattack. Malik can take any 10 attacks on his turn. Fist (Humanoid Form Only). Melee Weapon Attack: +90 to hit, reach 5 ft., 10 targets. Hit: 52 (2d20 + 30) bludgeoning damage plus 90 (20d8) fire damage. Bite. Melee Weapon Attack: +90 to hit, reach 6000 ft (5 ft in humanoid form)., 10 targets. Hit: 85 (10d10 + 30) piercing damage plus 90 (20d8) fire damage. Claw (Dragon Form Only). Melee Weapon Attack: +90 to hit, reach 6000 ft., 10 targets. Hit: 65 (10d6 + 30) slashing damage plus 90 (20d8) fire damage. Tail (Dragon Form Only). Melee Weapon Attack: +90 to hit, reach 19000 ft., 20 targets. Hit: 75 (10d8 + 30) bludgeoning damage plus 90 (20d8) fire damage. Wings (Dragon Form Only). Ranged Weapon Attack: +70 to hit, reach 19000 ft., everything within range. Hit: 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 70 Strength saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious. Crush (Dragon Form Only). Malik attempts his crush its foes underneath him using its weight. All creatures in Malik’s space must make a DC 70 Dexterity saving throw. On a success, a creature is not crushed, and moves out of Malik’ space to a space adjacent to Malik. On a failure, a creature becomes grappled by Malik (escape DC 70). While grappled in this manner, a creature is also considered prone and restrained, and takes 57 (6d8 + 30) bludgeoning damage at the start of each of Malik’s turns. A creature is freed from this grapple when the dragon moves. Swallow (Dragon Form Only.. Malik makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Malik, and it takes 99 (22d8) acid damage at the start of each of the dragon's turns. Frightful Presence. Each creature of Malik’s choice that is within 240 feet of Malik and aware of him must succeed on a DC 70 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Malik’s Frightful Presence for the next 24 hours. Teleport. Malik magically teleports, along with any equipment he is wearing or carrying, anywhere within the same plane of existence as himself. Healing Touch (10/Day). Malik chooses another creature. The target magically regains all hit points and is freed from any curse, disease, poison, blindness, or deafness, magical or otherwise. Breath Weapon (Recharge 3-6). Malik uses one of his breath weapons. The breath weapon has a DC of 70. On a failed save the target takes full damage. On a successful save the target takes half damage.
REACTIONSWhenever Malik the Only is dealt damage, Malik may cast any one spell with a casting time of one action and is capable of targeting the creature. LEGENDARY ACTIONSThe Malik can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Malik regains spent legendary actions at the start of its turn. |
The pinnacle of draconic might, Malik the Only stands above all other dragons. Nothing else is truly known about the fearsome Wyrm. Malik stands at 26000 ft tall, and has a wingspan of exactly one mile. Malik is 25000 ft long, and with his tail fully extended, 54000 ft long. Malik’s scales are metallic black, and his claws and fangs are an ebony color, his eyes are a deep crimson, and a large pair of black horns grow from his head. |
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