Avarite, Malforma (Pyramis)

Family: Avarite

Medium fiend (avarite), lawful evil

Armor Class 18 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 8 (-1)

Skills Intimidation +2, Perception +4
Damage Immunities fire
Condition Immunities charmed, frightened
Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 14
Languages understands Infernal but can’t speak
Proficiency Bonus +3
Challenge 6 (2,300 XP)

SPECIAL TRAITS

  • Aggressive. As a bonus action, the pyramis can move up to its speed toward a hostile creature that it can see.
  • Helmet Defense. Malforma have advantage against being blinded, deafened, knocked unconscious, and gaze attacks while wearing their helmet.
  • Magic Resistance. The pyramis has advantage on saving throws against spells and other tragical effects.

ACTIONS

  • Multiattack. The pyramis makes two melee attacks.
  • Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage
  • Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the pyramis can’t use this hand on another target or wield its greatsword. The pyramis has two hands. If this attack is a critical hit, the target also can’t breathe or speak until the grapple ends.
  • Flense. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the pyramis. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the pyramis kills the target by tearing its skin off. Each creature of the pyramis’ choice that is within 60 feet of it and able to see it must succeed on a DC 15 Wisdom saving throw or be frightened of the pyramis for 1 minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only in gibberish; the DM controls the creature’s movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, 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 pyramis’ flense effect for the next 24 hours.

REACTIONS

  • Unbridled Fury. In response to being hit by a melee attack, the pyramis can make one melee weapon attack with advantage against the attacker.

ABOUT

Malforma are the rank-and-file of Avarus, arranged by rank. They work in a very strict hierarchy that oversees the damned, whom are a key part of Avarus’ efficiency. Middle management consists of the cubis, cube-headed humanoids who oversee all the other tasks. They report up to Mammon and ensure all operations run smoothly, overseeing the spheris.

The workers of Avarus are the spheris, who in turn oversee the damned rolling boulders to and fro within Avarus’ great machines. The damned are a limitless power source that is used to power a variety of factories, of which the spheris operate, from hellfire gun assembly to infernal clockworks.

The guards of Avarus are brutal, partially insane things that only marginally resemble the humanoid souls they once were. They wield oversized weapons and are fond of flensing the skin right off of foes. Pyramis are usually used as muscle to keep the spheris and damned in line, but they can be fielded as troops as well.

Section 15: Copyright Notice

5E Foes: Infernal Bestiary. Copyright 2019, Mal and Tal Enterprises, LLC; Author Michael J. Tresca

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