Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Languages
Abyssal, Common, Infernal, telepathy 60.0 ft (18.3 m).
Resistances & Immunities
Traits
Cloaked Mind
When subjected to a divination effect that detects fiends or alignment, the malcubus makes a DC 15 Charisma saving throw. On a success, the malcubuss nature is not detected.
Evil
The malcubus radiates an Evil aura.
Telepathic Bond
The malcubus can communicate telepathically with a charmed creature over any distance, even on a different plane of existence.
Actions
Charm
The malcubus targets one humanoid on the same plane of existence within 30 feet forcing it to make a DC 15 Wisdom saving throw. On a failure the target is magically charmed for 1 day or until the malcubus charms another creature. The charmed creature obeys the malcubuss commands. The creature repeats the saving throw whenever it takes damage or if it receives a suicidal command. If a creatures saving throw is successful or the effect ends for it it is immune to any malcubuss Charm for 24 hours.
Claw
+5 to hit, reach 5 ft (1.5 m). Hit: 1d6+3 plus 2d6 necrotic damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage.
Draining Kiss
The malcubus kisses a willing or charmed creature. The target makes a DC 15 Constitution saving throw taking 22 (4d10) psychic damage on a failed save or half damage on a success. The targets hit point maximum is reduced by the same amount until it finishes a long rest and the malcubus regains hit points equal to the same amount. If the target is charmed by the malcubus the charm ends.
Dream
While on the Ethereal Plane the malcubus magically touches a sleeping humanoid that is not protected by a magic circle or protection from evil and good spell or similar magic. While the touch persists the malcubus appears in the creatures dreams. The creature can end the dream at any time. If the dream lasts for 1 hour the target gains no benefit from the rest and the malcubus can use Charm on the creature even if its on a different plane of existence.
Etherealness
The malcubus magically travels to the Ethereal Plane. While on the Ethereal Plane the malcubus can see and hear into the Material Plane and can choose to make itself audible and hazily visible to creatures on the Material Plane. If a humanoid on the Material Plane invites the malcubus to do so the malcubus can use an action to magically travel from the Ethereal Plane to the Material Plane.
Bonus Actions
Shapeshift
The malcubus magically changes its form to a Medium or Small humanoid or into its true form. It can fly only in its true form. While shapeshifted, its statistics are unchanged except for its size and speed. Its equipment is not transformed. It reverts to its true form if it dies.
Reactions
Living Shield
When a creature the malcubus can see hits it with an attack, the malcubus can give an order to a creature charmed by it within 5 feet. The charmed creature uses its reaction, if available, to swap places with the malcubus. The attack hits the charmed creature instead of the malcubus.
About Malcubus
Malcubus is a medium fiend with a Challenge Rating of 4. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 14 and possesses 78 hit points (derived from 12d8+24).
Malcubus has communication capabilities including Abyssal, Common, Infernal, telepathy 60 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Malcubus
2 tips available
GM Tips: Using Malcubus
When using Malcubus in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
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Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
Player Guide: Facing Malcubus
2 strategies available
Player Guide: Facing Malcubus
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
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Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 4.
Solo Encounter:
A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 2,000 XP
- Hard: 3,000 XP
- Deadly: 4,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Malcubus?
- Malcubus has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
- What type of creature is Malcubus?
- Malcubus is a Medium Fiend, which affects how certain spells and abilities interact with it.
- What languages does Malcubus speak?
- Malcubus can communicate in Abyssal, Common, Infernal, telepathy 60 ft..
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