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 massive malleable absorbs one minor, moderate, or major malleable within 5 feet of it into its body, regaining a number of hp equal to the absorbed malleable’s remaining hp. The massive 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
+13 to hit, reach 15 ft (4.6 m). Hit: 5d6+8 bludgeoning damage.
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 25 (5d6 + 8) bludgeoning damage. If the target is a creature, it is grappled (escape DC 18).
Multiattack
The malleable makes four flesh tendril attacks.
Psychic Drain
One creature grappled by the malleable must make a DC 18 Intelligence saving throw, taking 72 (16d8) 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 massive malleable can split into sixteen minor malleables, four moderate malleables, or two major malleables. The new malleables' hp totals are equal to the massive 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 massive malleable. The new malleables act on the same initiative count as the massive malleable and occupy any unoccupied space that previously contained the massive malleable.
Reactions
Sudden Separation
When the massive malleable takes 30 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 Massive Malleable
Massive Malleable is a gargantuan aberration with a Challenge Rating of 16. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 14 and possesses 248 hit points (derived from 16d20+80).
Massive Malleable has communication capabilities including all, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Massive Malleable
3 tips available
GM Tips: Using Massive Malleable
When using Massive Malleable in your D&D 5e campaign, consider these tactical approaches:
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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.
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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.
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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 Massive Malleable
3 strategies available
Player Guide: Facing Massive Malleable
When your party encounters this creature, keep these strategies in mind:
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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.
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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.
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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 16.
Solo Encounter:
A single character of level 20 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 27,200 XP
- Hard: 40,800 XP
- Deadly: 54,400 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 Massive Malleable?
- Massive Malleable has a Challenge Rating of 16, making it appropriate for parties of level 16.0.
- What type of creature is Massive Malleable?
- Massive Malleable is a Gargantuan Aberration, which affects how certain spells and abilities interact with it.
- What languages does Massive Malleable speak?
- Massive Malleable can communicate in all, telepathy 120 ft..
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