Malarunk

Level 5
Creature· chaoticUniqueSmallLegacy
AC
22
HP
63
Speed
25 ft.
Perception
+13
Fort
+11
Ref
+9
Will
+13
Languages boggard, draconic, mwangi
Senses darkvision, scent 30 ft. (imprecise)
Skills religion +13, intimidation +11, athletics +10, stealth +8
Other Speeds climb 25 ft.
Recall Knowledge DC 30 (society)

Attacks

Melee Cinderclaw Gauntlet +13 (agile, free-hand, versatile-s), Damage 2d4 + 5 piercing
Melee Hatchet +12 (agile, sweep), Damage 1d6+5 slashing
Melee Hatchet +12 (agile, sweep, thrown 10 ft.), Damage 1d6 + 5 slashing
Melee Thrown Debris +11 (thrown 20 ft.), Damage 2d6+5 bludgeoning

Abilities

Channel Smite◆◆

Cost Expend a Harm or Heal spell.


Malarunk siphon's the destructive energies of vitality or void energy through a melee attack and into his foe.

Make a melee Strike and add the spell's damage to the Strike's damage.

This is void damage if Malarunk expended a harm spell or vitality damage if he expended a heal spell. The spell is expended with no effect if his Strike fails or hits a creature that isn't damaged by that energy type (such as if he hit a non-undead creature with a heal spe

Shrieking Frenzy

Trigger Malarunk's turn begins.

Frequency once per hour


Effect Malarunk is Quickened until the end of his turn, and can use the extra action to Stride or Strike. Due to his loud wailing while in a shrieking frenzy, Malarunk can't speak and automatically critically fails all Stealth checks.

Thrown Weapon Mastery

When Malarunk throws a weapon, the weapon gains the deadly d6 weapon trait. Furthermore, when Malarunk throws an improvised weapon, it doesn't take the -2 penalty for using an improvised weapon, nor does he take the penalty for using that weapon to make a lethal attack instead of a nonlethal attack.