Malus Ivius | Monster / Creature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Malus Ivius

Medium fey, undead, chaotic neutral
Armor Class 16 (Natural Armor)
Hit Points 72 16d8
Speed 30ft

STR
10 0
DEX
12 +1
CON
11 0
INT
14 +2
WIS
18 +4
CHA
18 +4

Saving Throws Int +6, Wis +8, Cha +8
Skills Perception +8, Stealth +9
Damage Vulnerabilities Cold, Radiant
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned
Senses darkvision 120 ft., passive Perception 18
Languages Elvish, Sylvan, Terran
Challenge 10 (5,900 XP)

Malus Ivius is a 12th-level spellcaster. Its spellcasting ability is Wisdom spell save DC 16, +8 to hit with spell attacks. Malus Ivius has the following spells prepared: Cantrips (at will): Guidance, Infestation, Poison Spray, Thron Whip 1st level (4 slots): Abosrb Elements, Entangle, Faerie Fire 2nd level (3 slots): Barkskin, Hold Person, Moonbeam 3rd level (3 slots): Dispel Magic, Erupting Earth, Tidal Wave 4th level (3 slots): Blight, Confusion, Grasping Vine 5th level (2 slots): Contagion, Gaes, Incest Plague 6th level (1 slot): Wall of Thorn

At will: druidcraft

1/day: barkskin, pass without trace, shillelagh

3/day: entangle, goodberry


Magic Resistance. Malus Ivius has advantage on saving throws against spells and other magical effects.   Speak with Beasts and Plants. Malus Ivius can communicate with beasts and plants as if they shared a language.   Sapling Summon. Malus Ivius will summon one of her minions at the start of the fight and as a normal action on her turn. Roll a 1d4 to determine which minion is summoned, then the roll the dice to determine the quantity summoned. Malus is only allowed to have ONE Man Eater OR ONE Swamp Thing at any given time. If you roll the Man Eater or Swamp Thing option twice, re-roll until a different option is presented. 1d4: 1. Man Eater or Swamp Thing (only 1) 2. Fungal Bloomer (1d4) 3. Needle Blight (2d4) 4. Ivy Zombie (2d6)   Tree Stride. Once on her turn, Malus Ivius can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger.   Rengeneration. Malus Ivius regains 10 hit points at the start of her turn. If Malus Ivius is hit with Radiant damage, this ability does not trigger. If Malus is hit with Cold damage, she only gains 5 hit points.   Undead Fortitude. If damage reduces Malus Ivius to 0 hit points, she must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Malus Ivius drops to 1 hit point instead.   Holy Weakness. When struck with holy water, Malus Ivius loses all damage immunities and resistances AND gains vulnerable to all other damages for 1d4 rounds.


Actions

Nature's Charm. Malus Ivius targets one humanoid or beast that she can see within 30 feet of her. If the target can see her, it must succeed on a DC 16 Strength saving throw or be magically restrained. The Restrained creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. Each time Malus Ivius or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is safe. Malus can have no more than one humanoid and up to three beasts charmed at a time.   Vine Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 1d4+1 slashing damage.


 

Legendary Actions

Malus Ivius can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dryad regains spent legendary actions at the start of its turn.   Legendary Resistance (3/day). If the Malus Ivius fails a saving throw, it can choose to succeed instead.   Life Sap. Costs 3 actions. All creatures within 30ft range of her must make a DC 16 Constitution Saving Throw or take 2d8 necrotic damage. On a failed save, the creature has its maximum hit points reduced equal to the damage of this action. This reductions lasts until the creature's next long rest. A creature dies if its maximum hit points is reduced to 0. On a successful save, the creature takes half damage and no hit point reduction. Malus Ivius recovers hit points equal to half of all damage dealt in this way. Recharges on 5-6.   Grasping Roots. Costs 2 action. 1 humanoid with 60ft. Only 1 creature can be affected by Grasping Roots at one time. Malus Ivius summons vines that take control of a creature in a puppet like fashion, allowing to her manipulate them on the target's turn. She can only make them move or make a single weapon attack. The creature is allowed to make a check to escape on each of its turns. They can make a STR (Athletics) or DEX (Acrobatics) DC 16 to free themselves but take 1d4 piercing damage as they free themselves. Alternatively, another creature can assist in freeing the target from Grasping Vines. The assisting creature as an action makes a DC 10 DEX (Sleight of Hand) or WIS (Survival or Nature) check to cut the vines without harming the target.   Commanding Nature. 1 Action. Malus forces one of her minions to move up to half of its movement and make a single attack.   Quick Action. 1 action. Malus Ivius can one of her spells or make a vine whip attack.


With flowing crimson locks and piercing emerald eyes, she smirks at the group as she sits upon her decayed silverwood throne. This isn't a grin of glee but rather a crack into the facade of maniacal corrupted fey guardian.


Created by

MakeShiftMike.

Statblock Type

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