Avarite, Malforma (Spheris)

Family: Avarite

Medium fiend (avarite), lawful evil

Armor Class 15 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 8 (-1) 10 (+0) 5 (-3)

Damage Immunities fire
Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 10
Languages Infernal
Proficiency Bonus +2
Challenge 1 (200 XP)

SPECIAL TRAITS

  • Helmet Defense. Malforma have advantage against being blinded, deafened, knocked unconscious, and gaze attacks while wearing their helmet.
  • Magic Resistance. The spheris has advantage on saving throws against spells and other tragical effects.

ACTIONS

  • Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

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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