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Minor Malleable

Medium · Aberration · CR 1 · Chaotic Evil

Armor Class
11 (natural armor)
Hit Points and Hit Dice
32 (5d8+10)
Challenge Rating CR
1

Ability Scores

Core attributes and their modifiers.

STR
16
+3
DEX
8
-1
CON
14
+2
INT
15
+2
WIS
14
+2
CHA
10
+0

Overview

Category Monsters
Size Medium
Type Aberration
Alignment Chaotic Evil
XP 200
Initiative Bonus -1

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 30 ft (9.1 m)
Crawl 15 ft (4.6 m)

Senses

Blindsight 30 ft (9.1 m)
Passive Perception 12

Saving Throws

Intelligence +4 Wisdom +4 Charisma +2

Languages

all, telepathy 60.0 ft (18.3 m).

Resistances & Immunities

Damage Immunities
psychic
Condition Immunities
blinded, prone

Traits

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

+5 to hit, reach 5 ft (1.5 m). Hit: 2d6+3 bludgeoning damage.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12).

Join Malleables

As long as the malleable is within 10 feet of at least three other minor malleables, each minor malleable in range can use this action option at the same time to join together and create a larger malleable. The new malleable's hp total is equal to the combined hp total of all the minor malleables. and it is affected by any conditions, spells, and other magical effects that affected any of the minor 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.
* Four minor malleables can join to create one moderate malleable.
* Eight minor malleables can join to create one major malleable.
* Sixteen minor malleables can join to create one massive malleable.

Psychic Drain

One creature grappled by the malleable must make a DC 12 Intelligence saving throw, taking 4 (1d8) 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.

About Minor Malleable

Minor Malleable is a medium aberration with a Challenge Rating of 1. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 11 and possesses 32 hit points (derived from 5d8+10).

Minor Malleable has communication capabilities including all, telepathy 60 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Minor Malleable

3 tips available

When using Minor Malleable in your D&D 5e campaign, consider these tactical approaches:

  • Climbing Advantage: This creature can climb at 30 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 Minor Malleable

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Climbing Defense: This creature can climb at 30 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

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 1.

Solo Encounter:

A single character of level 3 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 200 XP
  • Hard: 300 XP
  • Deadly: 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

What is the challenge rating of Minor Malleable?
Minor Malleable has a Challenge Rating of 1, making it appropriate for parties of level 1.0.
What type of creature is Minor Malleable?
Minor Malleable is a Medium Aberration, which affects how certain spells and abilities interact with it.
What languages does Minor Malleable speak?
Minor Malleable can communicate in all, telepathy 60 ft..

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