Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
all, telepathy 120.0 ft (36.6 m).
Resistances & Immunities
Traits
Absorb Malleable
As a bonus action, the major malleable absorbs one minor or moderate malleable within 5 feet of it into its body, regaining a number of hp equal to the absorbed malleable’s remaining hp. The major malleable is affected by any conditions, spells, and other magical effects that were affecting the absorbed malleable.
Amorphous
The malleable can move through a space as narrow as 1 inch wide without squeezing.
Controlled Mutability
Any spell or effect that would alter the malleable’s form only alters it until the end of the malleable’s next turn. Afterwards, the malleable returns to its amorphous form. In addition, the malleable can use its action to change itself into any shape, but it always looks like an inside-out fleshy creature no matter the shape it takes. If it changes into the shape of a creature, it doesn’t gain any statistics or special abilities of that creature; it only takes on the creature’s basic shape and general appearance.
Psychic Absorption
Whenever the malleable is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt.
Spider Climb
The malleable can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Flesh Tendril
+10 to hit, reach 10 ft (3 m). Hit: 4d6+6 bludgeoning damage.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 16).
Join Malleables
As long as the malleable is within 10 feet of one other major malleable, both malleables can use this action option at the same time to join together to create a massive malleable. The new malleable's hp total is equal to the combined hp total of both major malleables, and it is affected by any conditions, spells, and other magical effects currently affecting either of the major malleables. The new malleable acts on the same initiative count as the malleables that formed it and occupies any unoccupied space that previously contained at least one of the malleables that formed it.
Multiattack
The malleable makes three flesh tendril attacks.
Psychic Drain
One creature grappled by the malleable must make a DC 16 Intelligence saving throw, taking 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies and becomes a minor malleable if this effect reduces its hp maximum to 0.
Separate Malleables
The major malleable can split into eight minor malleables or two moderate malleables. The new malleables' hp totals are equal to the major malleable's hp total divided by the number of malleables created (rounded down) and are affected by any conditions, spells, and other magical effects that affected the major malleable. The new malleables act on the same initiative count as the major malleable and occupy any unoccupied space that previously contained the major malleable.
Reactions
Sudden Separation
When the major malleable takes 20 damage or more from a single attack, it can choose to immediately use Separate Malleables. If it does so, the damage is divided evenly among the separate malleables it becomes.
About Major Malleable
Major Malleable is a huge aberration with a Challenge Rating of 10. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 13 and possesses 218 hit points (derived from 23d12+69).
Major Malleable has communication capabilities including all, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Major Malleable
3 tips available
GM Tips: Using Major Malleable
When using Major Malleable in your D&D 5e campaign, consider these tactical approaches:
-
Climbing Advantage: This creature can climb at 40 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
-
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.
-
Amorphous Movement: This creature can squeeze through spaces as small as 1 inch! Traditional barriers are ineffective. Use 'Wall of Force', 'Forcecage', or magical barriers to contain it.
Player Guide: Facing Major Malleable
3 strategies available
Player Guide: Facing Major Malleable
When your party encounters this creature, keep these strategies in mind:
-
Climbing Defense: This creature can climb at 40 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
-
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.
-
Contain Amorphous Creature: This creature can squeeze through tiny spaces! Traditional barriers won't work. Use 'Wall of Force', 'Forcecage', or magical barriers. 'Create Bonfire' can block movement.
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 10.
Solo Encounter:
A single character of level 13 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 11,000 XP
- Hard: 16,500 XP
- Deadly: 22,000 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 Major Malleable?
- Major Malleable has a Challenge Rating of 10, making it appropriate for parties of level 10.0.
- What type of creature is Major Malleable?
- Major Malleable is a Huge Aberration, which affects how certain spells and abilities interact with it.
- What languages does Major Malleable speak?
- Major Malleable can communicate in all, telepathy 120 ft..
Related D&D 5e Content
Related D&D 5e Content
Explore more about aberration creatures and D&D 5e mechanics:
Related Creatures
Cyclops Myrmidon
Giant · CR 10
Ancient Aboleth
Aberration · CR 11
Archmage
Humanoid · CR 11
Crusher
Construct · CR 10
Cloud Giant
Giant · CR 10
Dead Mans Fingers
Plant · CR 10