Malyx

1 1 1 1 1 1 1 1 1 1 Rating 4.31 (13 Votes)
What stands before you is a mad mish-mash of creatures tolled inoen one sinister abomination. A serpentine body in a leather armored shirt and kilt sprouts a quartet of articulated tentacles from its sides with some of its body armored in what looks like insectoid chitin. Its head is an exoskeletal nightmare of a helmet with a set of mandibles and a huge compound eye dominating its face. Three conical spike like horns sprout from the top and either side of its head while twin antennae rotate like radar dishes on its shoulders. Waves of dark thoughts eminate from the creature like sinister telepathic communication attempts.

Malyx

CR 1 (400 xp)

NE Medium Aberration
Init +2, Senses Darkvision 60 ft, Perception +7

DEFENSE
AC 18, touch: 12, flat-footed: 15 (+3 armor, +2 Dex +3 natural)
hp 12 (2d8+2)
Fort +1, Ref +2, Will +3

OFFENSE
Speed 30 ft.
Melee Dagger +2 (1d4+2), club +2 (1d6+2), or spear +2 (1d8+2)
Ranged Dart +2 (1d4+2) or sling +2 (1d4+2)
Special Attacks Spellcasting (CL 2)
Spells Known
Level 0 (3/day) - Detect Magic, Ghost Sound, Mending, Read Magic, Touch of Fatigue
Level 1 (2/day) - Cause Fear, Magic Missile

BASE STATISTICS
Str 15, Dex 14, Con 13, Int 12, Wis 13, Cha 12
Base Atk +0, CMB +2, CMD 14
Feats Multiattack
Skills Acrobatics +6, Climb +6, Escape Artist +6, Intimidate +5 Perception +7, Spellcraft +5, Stealth +7, Survival +7, Swim +6
Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Special Qualities Spellcasting, Telepathy 50 ft

ECOLOGY
Environment Any Land or Underground
Organization Solitary, Gang, (2-5), Cabal (4-9) or Clan (10-100)
Treasure Standard

SPECIAL ABILITIES
Spellcasting: Malyx are cultists of the King in Yellow, the Unspeakable One and/or the Old Ones from Lovecraft's stories. Their dark faith grants them the ability to know divine spells like a sorcerer and cast them like an adept. use the sorcerer's known spell table in the core book for how many spells they know and the Adepts spells per day table for how many they can cast using the number of hit dice a given Malyx has as its level. Spells are drawn primarily from the Adept Spell list but can import spells from other lists as the GM feels is appropriate. Additional hit dice give a Malyx more skills, hit points as an aberrations and spells (known as a sorcerer of the same level and times per day as an adept) but does not increase its size. Other. Base Atk is as listed for Aberations in the Bestiary. They are proficient in all simple weapons and light armor but not with shields.

Telepathy: Malyx can communicate with any other creature within 50 ft of it that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a conversation is as difficult as trying to conversate with multiple beings verbally and listening to them as well. Malyx communication often takes the form of a rebus in the mind of those it contacts.


A malyx appears as a man sized monstrosity drawn from the nightmares of many and given mortal form by the will of intelligences best left alone by mortal minds.

Author's Note: Something weird I came up with in a day dream for something I wanted to do. It was so weird I thought I'd share it.

Additional Ratings
Balance:
1 1 1 1 1 1 1 1 1 1 Rating 4.50 (12 Votes)
Utility:
1 1 1 1 1 1 1 1 1 1 Rating 4.55 (11 Votes)
Clarity:
1 1 1 1 1 1 1 1 1 1 Rating 4.45 (11 Votes)