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