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by Valentius

large outsider (chaotic)

HD : 9d8+36 (76hp)
Initiative : +4
Speed : 20'
Armour Class : 17 (-1 size, +8 natural, touch 9, flat footed 17)
Base attack/Grapple : +9/+18
Attack : 2 pincers +14 melee (2d6+5) or 1 bite +13 melee (1d8+2 and poison)
Full Attack : 2 pincers +14 melee (2d6+5) and 1 bite +11 melee (1d8+2 and poison)
Space/Reach : 5'/10'
Special Attacks : improved grab, poison
Special Qualities : acid immunity, DR 10/magic and law, blindsight 60', knock, innate resistance
Saves : Fortitude +15, reflexes +11, will +11
Abilities : Str 20, Dex 11, con 19, Int 11, wis 10, cha 10
Skills : Spot +12, Listen +12
Feats : multiweapon attack, weapon focus (pincers), improved initiative, improve grapple.
Environment : nightmare dimension or any (summoned)
Organisation : Solitary or pair
Challenge Rating : 8
Treasure : Standard
Alignment : Always chaotic (neutral or evil)
Advancement : 10-17 (large), 18-24 (huge)
Level Adjustment : -

The malfera is a horror from the nightmare dimension. It appears on the prime plane as a pawn of powerful summoners.
It has a large, powerfully muscled humanoid body. Its chest is covered by slimy, glistening tentacles. It has an elephant like head with a short trunk. Its large feet are clawed and webbed, and its long, huge arms end in powerful pincers.
The creature is night-black, covered with red , pulsing veins, and has blood red eyes.

Poison (Ex) : The malfera's bite carries a dangerous poison. Save DC 15. Damage 3d6 con, and 1d6 con one round later. Save DC is con based, with a -3 penalty - it does not carry well.

Improved Grab (Ex) : if the malfera hits a medium or smaller target with both pincers, it may start a grapple as a free action, without suffering an attack of opportunity. On the next round the malfera grabs the pinned creature with its tentacles if its next grapple check succeeds. The malfera may then attack other beings with its pincers, or continue to inflict pincer damage upon the tentacle-held victim.

Tentacle Acid (Ex) : The malfera's chest tentacles secrete a powerful acid. Every creature held by them suffers 3d6 acid damage per round.
The tentacles are extremely strong. It requires a DC 30 strength or escape artist checks to escape them. They hold a victim pinned as per normal grapple rules, except that they cannot be opposed by grapple checks.

Knock (Su) : The malfera's touch upon a doorway or other similar gateway is the equivalent of a knock spell cast by a 9th level caster.

Innate resistance (Ex) : The malfera has a +5 innate bonus to all saving throws (already calculated in stats).