Copy of - Mallihed

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The Mallihed

Mallihed are feared for their ability to impregnate anything (animals, plants or Even minerals, in rare and horrifying cases). The typical Mallihed stock is based on whatever hardy wild animals are most common in the area, or livestock if humans live nearby.

Mallihed either live Feral or Tribal cultures, with the distiction between the two always in flux.

Feral culture is extremely primitive and structured around the Mallihed lifecycle. Alone or in gangs, Feral broos will raid farms and mate with the livestock. Weeks later, any infected animals will give birth to dozens or hundreds of slimy infant Malliheds. Those the will form a new pack of Feral broos.

Tribal culture is both more advanced and more dangerous. Malliheds in a Tribal culture live in structured tribes with leaders and shamans. They may have contact with other Chaos creatures like ogres. They will conduct coordinated raids and will have battle magic at their disposal. They may even be able to obtain or manufacture proper weapons and armour.

Malliheds are hated by all living things and killed on sight. However, Malliheds aren’t inherently evil, and some are able to rise above their vile kin to become healer despite always being hunted and hated

Sub-races

Due to the invasive breeding practices, mallihed are frequently found mated with a variety of different creatures. These different breeds of mallihed all have similar features – hoofed feet, muscled bodies, and bestial heads. They are all driven by deep animalistic urges and lusts, and have a leaning toward filth and degradation. Spawned of Chaos, all mallihed have ties to one another. The varied tribes of mallihed do not segregate themselves by species, holding ties together by bloodlines – not what sort of beast they took traits from. This means that many of the larger tribes can have several different sub-species within their ranks, each one serving a role within the tribe. The following are a few of the more commonplace sub-species of mallihed. It is by no means complete, as any sort of animal that an invading mallihed can forcibly infect with its seed could potentially create a new breed of mallihed – including the prospect of elephant, lion or even unicorn mallihed!!


Mallihed

Medium Humaniod, Choatic Evil


  • Armor Class 14(Hide)
  • Hit Points 80(4d8 + 8)
  • Speed 20ft.

STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 15 (+2) 13 (+1) 13 (+1) 7 (-2)

  • Damage Resistances Poison
  • Condition Immunities Disease
  • Senses darkvision 60ft, passive Perception 11
  • Languages Common,Mallihed
  • Challenge 1 (200 XP)

Chaotic Aura. This creature is tainted by Chaos and other Chaotic creatures can sometimes recognise this. Chaotic creatures encountering a creature of Chaos make a DC 13 wisdom save agaisnt being charmed on a fail you are Chaarmed and will not attack so long as Mallihed does not take any hostile action.

Horrific Appearance. : Any humanoid that starts its turn within 30 feet of the Mallihed must make a DC 13 Wisdom saving throw. On a failed save, the creature is Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Mallihed is within line of sight, 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 Mallihed's Horrific Appearance for the next 24 hours.

Actions

Multiattack The Mallihed make four melee attacks.

Battleaxe. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 6 (1d8 + 1)


Mallihed Brute

Medium Humaniod, Choatic Evil


  • Armor Class 14(Hide)
  • Hit Points 113(5d8 + 20)
  • Speed 20ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 19 (+4) 20 (+5) 15 (+2) 14 (+2)

  • Damage Resistances Poison
  • Condition Immunities Disease
  • Senses darkvision 60ft, passive Perception 12
  • Languages Common,Mallihed
  • Challenge 4 (1,100 XP)

Chaotic Aura. This creature is tainted by Chaos and other Chaotic creatures can sometimes recognise this. Chaotic creatures encountering a creature of Chaos make a DC 13 wisdom save agaisnt being charmed on a fail you are Chaarmed and will not attack so long as Mallihed does not take any hostile action.

Horrific Appearance. : Any humanoid that starts its turn within 30 feet of the Mallihed must make a DC 13 Wisdom saving throw. On a failed save, the creature is Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Mallihed is within line of sight, 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 Mallihed's Horrific Appearance for the next 24 hours.

Actions

Multiattack The Mallihed make four melee attacks.

Battleaxe. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (1d8 + 5)


Bull Mallihed

Large humaniod, Chotic Evil


  • Armor Class 14(Natural Armor)
  • Hit Points 50(51d10 + 5)
  • Speed 20ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 16 (+3) 11 (+0) 11 (+0) 6 (-2)

  • Damage Resistances Poison
  • Condition Immunities Disease
  • Senses darkvision 60ft, passive Perception 12
  • Languages Common,Mallihed
  • Challenge 3 (700 XP)

Chaotic Aura. This creature is tainted by Chaos and other Chaotic creatures can sometimes recognise this. Chaotic creatures encountering a creature of Chaos make a DC 13 wisdom save agaisnt being charmed on a fail you are Chaarmed and will not attack so long as Mallihed does not take any hostile action.

Charge. If the Bull moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Greataxe. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 18 (2d12 + 5)

Gore. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 14 (1d8 + 5)


Dragon(Bronze) Mallihed

Large Humaniod, Chaotic Good


  • Armor Class 18(Natural armor)
  • Hit Points 32(5d8 + 2)
  • Speed 20ft., fly 40ft., swim 20ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)

  • ** Saving Throws** Dex +2, Con +4, Wis +2,
  • Skills Percption +4,
  • Damage Immunities lightnig
  • Senses blindsight 10ft., darkvision 60ft., passive Perception 14
  • Languages Common, Dragonic, Mallihed
  • Challenge 2 (450 XP)

Amphibious. The Mallihed can Breath air and water

Actions

Breath Weapon. The Mallihed one of the folowing breath weapons 2/day.

Lighting Breath. The Mallihed exhales lighting in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 13 (2d12) lighting damage on a failed save, or half as much on a successfull one.

Repulsion Breath. The Mallihed exhales repulsion energy in a 20-foot cone. Each creature in that line must make a DC 12 Stremgth saving throw, on a failed save, the creature is pushed 20 feet away fromt the Mallihed.

Great sword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 175 (4d6 + 3)



Snail of the North(place holder)

Tiny fiend, depressed neutral


  • Armor Class 15
  • Hit Points 11(1d4 + 5)
  • Speed 11ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 14 (+2) 9 (+0) 12 (+1) 15 (+3)

  • Condition Immunities groggy
  • Senses passive Perception 14
  • Languages Gibberish
  • Challenge 9 (1590 XP)

Big Jerk. Thinks he is just waaaay better than you.

Big Jerk. Thinks he is just waaaay better than you.

Onion Stench. Any creatures within 5 feet of this thing develops an irrational craving for onion rings.

Pack Tactics. These guys work together. Like super well, you don't even know.

Onion Stench. Any creatures within 5 feet of this thing develops an irrational craving for onion rings.

Big Jerk. Thinks he is just waaaay better than you.

Actions

Crossface Suplex. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Airplane Hammer. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Super Hip Submission. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Heel Jawbreaker. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

still need to input

Horse(Scout)

Llama(Cheif or spellcaster)

Rhinoceros(Barbaian)

Stag(Horrific/Fighter?)

Spider(because)

 

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