Medium Fey, Unaligned
Armor Class 18
Hit Points 85 (10d10 + 30)
Speed 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
15 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws DEX +5
Skills Perception +3, Stealth +7
Senses Passive Perception 13
Languages Common, Sylvan
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Keen Smell. The malk has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the malk moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the malk can make one bite attack against it as a bonus action.

Pack Tactics. The malk has advantage on an attack roll against a creature if at least one of the Malk's allies is within 5 feet of the creature and the ally isn't incapacitated.

Shadow Step.  The malk can step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

 

Actions

Multiattack. The Adult malk makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d1o + 5) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Malks are catlike hunters native to the Feywild. Adult malk are roughly the size of a large dog, they have long fur as black as midnight.

Malks are psychopathic killers who delight in stalking and killing sentient creatures. Their mouths are filled with razor sharp fangs and their claws more finely honed than surgeon's scalpels. They revel in their own stealthiness and take special pride in ambushing prey from hiding and taking it down before it has a chance to fight back.

Malks are generally beholden to the Winter court of the Sidthe and answer to Mab, Queen of Air and Darkness. Their only other recognized master is the legendary Malk, their progenitor Cat Sidthe. Wild Malks exist in scattered packs along the borders of the Feywild and the Shadowfell, using their natural stealth to best advantage in the shadows of the places between the planes.

Malks also hate taking orders and have no problem taking their frustations out on anything in thier path. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Wolfen423

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