Maladar Dictum

Huge aberration, chaotic neutral

Armor Class

20 (plate, shield)

Hit Points

210 (20d12 + 80)

Speed

30 ft.

STR

20 (+5)

DEX

15 (+2)

CON

19 (+4)

INT

15 (+2)

WIS

10 (+0)

CHA

16 (+3)

Damage Resistances

psychic

Condition Immunities

charmed, petrified

Senses

darkvision 60 ft., passive Perception 14

Saving Throws

Str +9, Dex +6, Con +8, Wis +4, Cha +7

Skills

Athletics +9, Deception +7, Insight +4, Intimidation +7

Languages

Common, Deep Speech, Primordial

Challenge

10 (5,900 XP)

Formless Shape. Maladar is immune to any spell or effect that would alter his form.

Reform. Each time Maladar takes damage in combat, his arm grows another limb, increasing the damage of his smash attack by 1d8. There is no limit to the number of limbs, tentacles, and claws Maladar can grow this way.

Actions

Multiattack. Maladar makes two attacks with Changer plus one smash attack.

Changer (Greatsword). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage.

Smash. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Lord of Chaos. Maladar has a 50% chance of summoning a member of his court in an adjacent unoccupied space. If successful, roll a d12 and consult the below chart. Each member of his court may only be summoned once per day in this manner. If the same member is summoned twice, nothing happens.

  • 1-4: Baron Malgas
  • 5–7: Korsoth Vastikan
  • 8–9: The Queen of Bones
  • 10–11: Lord Rall
  • 12: Uursovk
huge
aberration
cr10
strongholds-and-followers