MME3 109
If a depraved and misanthropic humanoid who has done countless atrocities against its own kind dies in an accursed forest, a deity like Auril, Malar, or the Queen of Air and Darkness may reincarnate it as a maligno, an insidious and malevolent engkanto. The maligno appears as a shadowy humanoid figure with bestial eyes that glow red in the dark. It wears the bark of a gnarly and twisted dead tree like a skin, and its limbs end in long, razor-sharp claws. Sometimes it will don the bones and skulls of its victims like dreadful head and shoulder ornaments.
Wicked, Twisted, and Cruel. The maligno seethes in the darkness, waiting to unleash its wrath on any mortal that might intrude on its realm and waylay anyone else that might stray too close to its territory. To protect its realm, the maligno corrupts those around its grove, transforming all flora and fauna living within it into dreadful, twisted, and evil reflections of themselves. If a humanoid settlement is established near its lands, the maligno will send its minions to destroy it. Some folk who rely on the bounties of the forest try to appease the maligno by sending its young to it to be sacrificed.
Creature of Nightmare. In combat, the maligno is a terrifying and deadly opponent. Its mere supernatural presence can paralyze creatures with fear, while its dreadful claws can wither its victims to death. If faced with multiple foes, the maligno has an array of powerful spells it can use to confuse, dominate, maim, and snuff the life of its targets.
A Maligno's Lair
The lair of a maligno is a dreadful grove of dismal, misshapen trees with branches that look more like claws. The maligno attracts the company of blackroot treants, bugbears, dark duwendes, death's head trees, evil darklings, goblins, hags, harpies, meazels, quicklings, redcaps, tikbalangs, and will-o'-wisps. These creatures revere and are subservient to the maligno.
Lair Actions
On initiative count 20 (losing initiative ties), the maligno takes a lair action to cause one of the following effects; the maligno can’t use the same effect two rounds in a row:
Regional Effects
The region containing a maligno’s lair is warped by the maligno’s magic, which creates one or more of the following effects:
If the maligno dies, the effects fade over the course of 1d10 days.
MOD | SAVE | ||
---|---|---|---|
STR | 17 | +3 | +3 |
DEX | 18 | +4 | +9 |
CON | 17 | +3 | +3 |
MOD | SAVE | ||
INT | 12 | +1 | +1 |
WIS | 17 | +3 | +8 |
CHA | 18 | +4 | +9 |
Legendary Resistance (2/ Day). If the maligno fails a saving throw, it can choose to succeed instead.
Magic Resistance. The maligno has advantage on saving throws against spells and other magical effects.
Plant Camouflage. The maligno has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Regeneration. The maligno regains 10 hit points at the start of its turn if it is within 120 feet of its grove. If the maligno takes fire or radiant damage, this trait doesn’t function at the start of the maligno’s next turn. The maligno’s body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
Speak with Beasts and Plants. The maligno can communicate with beasts and plants as if they and the maligno shared a language.
Tree Stride. Once on its turn, the maligno can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 120 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
Multiattack. The maligno can use its Bewildering Presence. It then makes two Claw attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 7 ( 2d6 ) necrotic damage, and the target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Terrifying Presence. Each creature of the maligno’s choice that the maligno can see within 120 feet of it must succeed on a DC 17 Wisdom saving throw or become frightened of the maligno for 1 minute. The frightened creature is paralyzed. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the maligno’s Terrifying Presence for the next 24 hours.
Innate Spellcasting. The maligno’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: bestow curse, chill touch ( 4d8 ), dancing lights, druidcraft, entangle, invisibility
3/day each: blight, confusion, erupting earth, phantasmal killer, polymorph, wrath of nature
1/day each: circle of death, contagion, dominate person, geas, insect plague, mirage arcane
Change Shape. The maligno magically polymorphs into a Medium- sized humanoid. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
The maligno gains 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 maligno regains spent legendary actions at the start of its turn.
Move. The maligno moves up to half its speed without provoking opportunity attacks.
Claw. The maligno makes a Claw attack.
Debilitating Gaze. The maligno turns its magical gaze toward one living creature it can see within 30 feet of it. The target must succeed on a DC 17 Constitution saving throw or take 7 ( 2d6 ) necrotic damage and gain 1 level of exhaustion.
Cast Spell (Costs 2 Actions). The maligno innately casts a spell.