Devil, Maukling

Family: Devils

Large fiend, lawful evil

Armor Class 21 (Metallic body)
Hit Points 241 (23d10+115)
Speed 50 ft.; fly 80 ft.

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 20 (+5) 16 (+3) 15 (+2) 21 (+5)

Skills Deception +11, Insight +8, Intimidation +11, Persuasion +11
Saving Throws Strength +11, Constitution +11, Charisma +11
Damage Immunities bludgeoning, piercing and slashing damage from any demonic source, fire, poison
Condition Immunities poisoned
Damage Resistances cold, lightning, bludgeoning, piercing and slashing damage from non-magical weapons.
Senses darkvision 60 ft., passive Perception 12
Languages telepathy
Challenge 17 (18,000 XP)

SPECIAL TRAITS

  • Innate Spellcasting. The Maukling’s spellcasting ability is Charisma (spell save DC 19). The Maukling can innately cast the following spells, requiring no material components:
  • Fear Aura. The Maukling has a constant aura of fear around it. As soon as a creature moves within 30 feet of the Maukling, they must make a Wisdom save (DC 19) or become frightened. Any affected creature can repeat the save at the end of their turn, ending the effect if the save is successful. Any creature that makes the save against the aura is immune to it for the next 24 hours.
  • Gaze of Madness. As an action, the Maukling can change its face to its true fiendish form. Anyone within 60 feet of the Maukling that can see its face must make a Charisma save (DC 19). If they fail the save, they are affected by short term madness. If they fail the save by more than 5, they are instead affected by long term madness. If they roll a natural 1 and fail the save by more than 5, they suffer indefinite madness. A creature can only be affected by this ability once per day.
  • Burning Body. The Maukling is a creature of fire and its body is always hot. Any successful melee attack by the Maukling does 9 (2d8) fire damage in addition to the normal damage the attack would cause. Any creature grappled with a Maukling suffers 9 (2d8) fire damage at the start of their turn.
  • Magic Resistance. The Maukling has advantage on saving throws against spells and other magical effects.

ACTIONS

  • Multiattack. The Maukling makes three attacks. It may choose to use one attack to cast any spell it innately knows and make two melee attacks, either with its fist or its Rotlen Blade.
  • Fist. Melee Weapon Attack: +11 to hit, reach 5 ft. one target. Hit: 10 (1d10+5) bludgeoning damage plus 9 (2d8) fire damage.
  • Rotlen Sword. Melee Weapon Attack: +12 to hit, reach 10 ft. one target. Hit: 16 (3d6+6) slashing damage plus 9 (2d8) fire damage. The Rotlen is a greatsword and acts as a +1 weapon. Further, if the weapon scores a critical hit and the target survives the blow, they must immediately make a Charisma save (DC 19) or be affected by an Imprisonment spell. They are trapped in a cell in the Maukling’s infernal keep. Anyone who can get control of the sword and issues a command word can call someone so banished back. The magic only works in the hands of a Maukling except for recalling someone who is banished.

ABOUT

The Maukling stand tall, averaging 8 feet in height are perfectly formed human males, strong, and muscular. Their muscles ripple like corded iron and no flaw or hint of decay hangs about them. They are eternally youthful and possess such beauty of form that to look upon them is to despair. Their skin is reddish in hue, but underneath is dark, almost gray, for their skin itself is made of iron. Their faces do not reflect their bodies, for they are bland and almost shapeless, the bones of the skull push against the skin of the face, and the eyes are deep and shadowed by the thick bone of the brow. Upon their head are coiled two ram’s horns; in the dim light, they appear more like hair than horns. When they take the form of another, they do not shape their bodies but their face only, casting it in the mold of a beautiful human male.

Lords of Their Realm. Maukling build massive complexes of iron and stone. The design of these fortresses follows very linear lines, but they are obsessed with building upward, so the greater the maukling, the taller the complex. There is always order in the buildings and they place nothing randomly or that does not have balance set against it. They allow only one entrance and no doors, save the chamber door that guards their Great Hall where they reside and gather their treasure. The whole edifice is placed upon a pillar of fire that usually rises 50 to 60 feet above the plain.

Voiceless. The Maukling have neither throat, nor tongue, or any teeth in their mouth; therefore, they cannot speak. They communicate telepathically, if they do open their mouths, they belch forth a stinking cloud.

Lead from The Front. They always ride at the forefront of the legions of the Wretched Plains, for few can harm, particularly demons as the maukling are made of iron immune to most of their blows. The maukling are fierce in battle and jealous of the glory that war brings. They do not permit any to attack before them or to surpass them on the battlefield. They do prefer to fight face to face, looking upon spell-craft as a resource for the weak. All devils of the lesser tiers obey the Maukling; only the Cull avoid him and do not listen to his call.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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