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.
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.
Enter the description for how bonus actions work for your monster here.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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.
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.
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Posted Feb 12, 2022I like this and it's clear influence from the Dresden Files. Just a quick note: Sidhe is not spelled with a "t"
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Posted Feb 13, 2022Thanks for the correction and yea I did base it off of the Dresden files in fact I’m working on a wizard subclass that will allow you to create any wizard combo from the Dresden files
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Posted Feb 13, 2022I'm also (slowly) building out D&D subclasses that have a flavor of the Faeries/Sidhe inspired by Butcher's rendition of the Fey in the Dresden Files. I started with a Paladin subclass (Oath of the Twilight Verve —that is inspired by a connection to a more a playful/less lethal version of the Wild Hunt) and am now working on subclass for Sorcerer with the sorcerer origins inspired by Dresden-esque changelings. After that I'll probably start building monsters. How many Dresden inspired monsters have you built?
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Posted Feb 16, 2022Honestly not many since dnd itself covers a lot of the bases so i mostly just tweek what's already there