Malphas
Huge fiend (devil, shapechanger), lawful evil
Armor Class 22 (natural armor, obsidian plumage)
Hit Points 350 (28d12 + 168)
Speed 40 ft., fly 80 ft. (hover)
STR 24 (+7) · DEX 18 (+4) · CON 22 (+6) · INT 21 (+5) · WIS 18 (+4) · CHA 22 (+6)
Saving Throws Dex +11, Con +13, Wis +11, Cha +13
Skills Deception +13, Insight +11, Perception +11, Persuasion +13, Stealth +11
Damage Vulnerabilities radiant
Damage Resistances cold; fire; lightning; bludgeoning, piercing, and slashing from non-magical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, poisoned
Senses truesight 120 ft., passive Perception 21
Languages all, telepathy 120 ft.
Challenge 19 (22,000 XP)
Traits
Shapechanger. As an action, Malphas can polymorph into a raven-headed humanoid or a gargantuan raven, or back into his true form (a huge raven-winged fiend). His statistics are the same in each form.
Legendary Resistance (3/Day). If Malphas fails a saving throw, he can choose to succeed instead.
Magic Resistance. Malphas has advantage on saving throws against spells and other magical effects.
Immutable Architect. Magical effects can’t reshape, destroy, or teleport any structure Malphas creates. In addition, any non-magical structure within 120 feet of him has resistance to all damage.
Master of Illusion. Malphas automatically succeeds on saving throws against illusion spells or effects and perceives their true form.
Spatial Dominion. Difficult terrain created by Malphas (such as by wall of stone or raise bastion, below) is ignored by him and allied creatures of his choice.
Innate Spellcasting. Malphas’ innate spellcasting ability is Charisma (save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: detect thoughts (PHB, p. 231/262), dimension door (PHB, p. 233/262), dispel magic (PHB, p. 234/264), major image (PHB, p. 258/295), silent image (PHB, p. 276/317)
3/day each: dominate person (PHB, p. 235/266), wall of stone (PHB, p. 287/339)
1/day each: disintegrate (PHB, p. 233/263), symbol (PHB, p. 280/329), telepathy (PHB, p. 281/331; 8-hour duration)
Actions
Multiattack. Malphas makes three Obsidian Talon attacks, or two Obsidian Talon attacks and casts an innate spell.
Obsidian Talon (Raven or Hybrid Form). Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 7) slashing damage plus 10 (3d6) necrotic damage.
Shadow Beak (Raven Form only). Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage plus 10 (3d6) necrotic damage.
Raise Bastion (Recharge 5–6). Malphas causes a block of obsidian-black masonry (10-foot cube) to erupt from the ground at a point he can see within 120 feet. The block can push creatures aside (DC 21 Dexterity save or be pushed to the nearest open space and take 27 (5d10) bludgeoning damage, half on success). The block provides full cover and is considered magical stone with 60 hit points. Up to four such blocks can exist at one time; the oldest collapses if a fifth is raised.
Bonus Actions
Command Flock (1/Turn). Malphas chooses up to four creatures he can see within 60 feet that can understand him. Until the start of his next turn, they gain advantage on the next attack roll or saving throw they make.
Teleport (Raven Form Only). Malphas magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Reactions
Frustrate Assault. When a creature Malphas can see ends its movement within 30 feet of him, Malphas can raise or lower one 10-foot-square section of floor or wall within that area by up to 5 feet, potentially providing himself with half-cover or imposing half-cover on the creature until the beginning of its next turn.
Legendary Actions
Malphas 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. He regains spent legendary actions at the start of his turn.
Detect. Malphas makes a Wisdom (Perception) check.
Talon. Malphas makes one Obsidian Talon attack.
Invoke Trap (Costs 2 Actions). Malphas causes a 10-foot-radius area of ground or wall he can see within 60 feet to erupt with infernal sigils. Each creature in the area must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) fire, cold, or lightning damage (Malphas’ choice) and be knocked prone.
Lore
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. He regains spent legendary actions at the start of his turn.
30. Malphas "Infernal Architect".
30. Malphas "Infernal Architect".
From Demonic Bestiary 5E, p. 66 · Fern Flower Press