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Moderate Malleable

Large · Aberration · CR 5 · Chaotic Evil

Armor Class
12 (natural armor)
Hit Points and Hit Dice
136 (16d10+48)
Challenge Rating CR
5

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
8
-1
CON
16
+3
INT
17
+3
WIS
15
+2
CHA
10
+0

Overview

Category Monsters
Size Large
Type Aberration
Alignment Chaotic Evil
XP 1800
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 60 ft (18.3 m)
Passive Perception 12

Saving Throws

Intelligence +6 Wisdom +5 Charisma +3

Languages

all, telepathy 60.0 ft (18.3 m).

Resistances & Immunities

Damage Immunities
psychic Condition Immunities blinded, prone

Traits

Absorb Malleable

As a bonus action, the moderate malleable absorbs one minor malleable within 5 feet of it into its body, regaining a number of hp equal to the minor malleable’s remaining hp. The moderate 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

+7 to hit, reach 10 ft (3 m). Hit: 3d6+4 bludgeoning damage.

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14).

Join Malleables

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

Multiattack

The malleable makes two flesh tendril attacks.

Psychic Drain

One creature grappled by the malleable must make a DC 14 Intelligence saving throw, taking 22 (5d8) 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 moderate malleable can split into four minor malleables. The new malleables' hp totals are equal to the moderate malleable's hp total divided by 4 (rounded down) and are affected by any conditions, spells, and other magical effects that affected the moderate malleable. The new malleables act on the same initiative count as the moderate malleable and occupy any unoccupied space that previously contained the moderate malleable.

Reactions

Sudden Separation

When the moderate malleable takes 10 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 Moderate Malleable

Moderate Malleable is a large aberration with a Challenge Rating of 5. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 12 and possesses 136 hit points (derived from 16d10+48).

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

GM Tips: Using Moderate Malleable

3 tips available

When using Moderate 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 Moderate 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 5.

Solo Encounter:

A single character of level 7 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 3,000 XP
  • Hard: 4,500 XP
  • Deadly: 6,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Moderate Malleable?
Moderate Malleable has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
What type of creature is Moderate Malleable?
Moderate Malleable is a Large Aberration, which affects how certain spells and abilities interact with it.
What languages does Moderate Malleable speak?
Moderate Malleable can communicate in all, telepathy 60 ft..

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