Great Malboro (5e Creature)
From D&D Wiki
Great Malboro[edit]
Huge plant, unaligned Armor Class 18 (natural armor)
Saving Throws Con +10 Magic Resistance. The malboro has advantage on saving throws against spells and other magical effects. Stench. Any creature that starts its turn within 10 feet of the malboro must succeed on a DC 19 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the malboro’s stench for 24 hours. Stone Camouflage. The malboro has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. ACTIONSMultiattack. The malboro makes two tentacle attacks and a bite attack. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage and 13 (3d8) poison damage. If the target has been poisoned by the malboro, it must succeed on a DC 19 Constitution saving throw or gain one level of exhaustion. Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. Breath Weapon (Recharge 5-6). The malboro uses one of the following attack options: Acid Breath. The malboro exhales acidic mist in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also blinded 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. Bad Breath. The malboro exhales nauseating gas in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) poison damage on a failed saving throw, or half as much damage on a successful one. On a failed save, a creature is also poisoned for one minute. While poisoned in this way, a creature takes 9 (2d8) poison damage at the start of each of its turns and must spend its action retching and reeling. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Petrifying Breath. The malboro exhales petrifying gas in a 60-foot cone. Each creature in that area must succeed on a DC 19 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends for the target. On a failure, the target is petrified until freed by the greater restoration spell or similar magic.
|
Great malboros are the oldest and most dangerous of their kind. Age has toughened their skin, and a diet of monstrosities has made their bad breath positively putrid. Living Fossils. Malboros can live for thousands of years. Few survive that long, but those that do continue growing until they are several times larger than their ordinary kin. After its first millennium, the malboro’s body begins to petrify, and its hide takes on a grey, rocky texture. Only then, when its body is equal parts plant and living stone, is it truly considered a great malboro. Eater of Monsters. A great malboro’s immense size comes with an immense appetite, and it preys on creatures that a normal malboro could never overcome. Gorgons are a great malboro’s favorite prey, as their petrifying breath has no effect on the malboro’s stony flesh, while the malboro’s digestive acids can easily break down a gorgon’s iron plates. They are also known to eat young black dragons on occasion. Lethal Miasma. A great malboro’s breath is far worse than that of an ordinary malboro, and not simply because the poisonous vapors are more potent. Its diet of dragons and gorgons alters the plant’s inner workings, letting it exhale clouds of petrifying gas and acidic mist. |
Back to Main Page → 5e Homebrew → Creatures