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Malakbel

Size
Medium
Type
Fiend
Challenge Rating
9
Source
Tome of Beasts
Alignment
Chaotic-Evil
Armor Class
14
Speeds
40
Walking Speed
40
Strength Score
14
Dexterity Score
17
Constitution Score
19
Intelligence Score
13
Wisdom Score
16
Charisma Score
20
Saving Throws
Dexterity, Wisdom
Skill Proficiencies
Perception
Vision
True Sight (30ft))
Languages Ref
Abyssal, telepathy 120 ft.
Hit Points
102
Condition Immunities
Blinded, Poisoned
Resistances
Resistant to Cold Damage, Resistant to Lightning Damage, Resistant to Non-Magical Damage, Immune to Fire Damage, Immune to Poison Damage, Immune to Radiant Damage
Languages
Abyssal, Telepathy (120ft)

Medium fiend (demon), chaotic evil


Armor Class 14 (natural armor)

Hit Points 102 (12d8+48)

Speed 40 ft.


STR
14 (+2)
DEX
17 (+3)
CON
19 (+4)
INT
13 (+1)
WIS
16 (+3)
CHA
20 (+5)

Saving Throws Dex +7, Wis +7

Skills Perception +7

Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities fire, radiant, poison

Condition Immunities blinded, poisoned

Senses truesight 30 ft., passive Perception 17

Languages Abyssal, telepathy 120 ft.

Challenge 9 (5,000 XP)

Blistering Radiance. The malakbel generates a 30-foot-radius aura of searing light and heat. A creature that starts its turn in the aura, or who enters it for the first time on a turn, takes 11 (2d10) radiant damage. The area in the aura is brightly lit, and it sheds dim light for another 30 feet. The aura dispels magical darkness of 3rd level or lower where the areas overlap.

Distortion. Ranged attacks against the malakbel have disadvantage.

Magic Resistance. The malakbel has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The malakbel makes two scorching blast attacks.

Scorching Blast. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) fire damage.

Searing Flare (Recharge 5-6). The malakbel intensifies its Blistering Radiance to withering levels. All creatures in the malakbel's aura take 31 (7d8) radiant damage and gain a level of exhaustion; a successful DC 16 Constitution saving throw reduces damage by half and negates exhaustion.

Teleport. The malakbel magically teleports to an unoccupied space it can see within 100 feet.

Description

Within a blinding wave of heat and glare strides a long-limbed, misshapen form. The creature scorches everything in its path as it strides forward.
What most people recall most vividly from an encounter with a malakbel is the blinding light and blistering heat surrounding them. Rippling distortion obscures the creature’s body, which is roughly the size and shape of an adult human.
Demonic Messengers. Malakbel demons are contradictory creatures. They are both messengers and destroyers who carry the words of demon lords or even dark gods to the mortal realm. Paradoxically, once their message is delivered, they often leave none of its hearers alive to spread the tale.
Where Virtue Cannot Look. The malakbel is the embodiment of all that is forbidden and destructive. Despite its vital role as a messenger, its destructive nature always comes to the fore. A malakbel descends upon settlements and travelers with the merciless and relentless onslaught of the raging sun, burning all it sees to cinders before vanishing like heat shimmers at dusk.

Stat block from Tome of Beasts (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur. It is not Geminaea material. See Legal.