Page 52 - Monster Manual Expanded III Dragonix
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Mavawhan
        A winged demon with a body seemingly carved from blood-stained
        ice, the mavawhan is native to the Iron Wastes, the frozen 23rd
        layer of the Abyss. The mavawhan has a lean, muscular body, with
        an icy blue sheet of skin that is etched with jagged black runes. Its
        bestial legs and long, mantis-like arms end in sharp claws, while
        its long tail ends in six icicle-shaped blades. Growing out of its
        back is a pair of partially transparent bat wings with its edges
        lined with razor-sharp icicles. The mavawhan's noseless, skull-like
        head features a mouth full of jagged teeth and four vertically-
        aligned serpentine-like eyes. On each side of its face are two
        downwards-facing ice horns that extend past its chin toward its
        chest.
          Numb Tormentor. The mavawhan is a formidable fighter and
        spellcaster that can wreak havoc on large groups of foes with its
        array of cold-based abilities. It enjoys stalking and torturing its
        prey before turning it into ice with its deadly stinger venom, often
        leaving the head to freeze last so that its victim can experience
        the torturous process in its entirety.
          Bitter Slaves. The mavawhans have long dwelt in the Iron
        Wastes in great numbers. Their numbers have dwindled since
        Kostchtchie, the Prince of Wrath, and his army of frost giants,
        conquered the Iron Wastes and made it his domain. The demon
        lord slaughtered most of the mavawhans and enslaved those
        that remained. Recently, however, Kostchtchie was defeated by
        the archdevil Zariel and was imprisoned in Avernus. Because
        of this, the mavawhans broke free of the demon lord's control   and scouts for other powerful demons, using their knowledge
        and escaped from the remaining frost giants. Since then, the   of the Iron Wastes to their advantage. Due to their frost magic,
        mavawhans have broken into tribes and taken control of the Iron   penchant for cruelty, and talents of torture, they have become
        Wastes' other regions the frost giants don't control.   popular to cultists and followers of Auril, Loviatar, Thrym, and
          Cold Mercenaries. When not fighting amongst themselves or   Olhydra, who often summon them to the Material Plane to do their
        against the frost giants, the mavawhans work as mercenary spies   bidding.


          Mavawhan                                             and one with its Gore attack or Stinger.

          Large fiend (demon), chaotic evil                    Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6
                                                               (1d6 + 3) slashing damage plus 3 (1d6) cold damage.
          Armor Class 16 (natural armor)
                                                               Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
          Hit Points 93 (11d10 + 33)
                                                               12 (2d8 + 3) piercing damage plus 3 (1d6) cold damage.
          Speed 40 ft., fly 60 ft.
                                                               Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.
              STR           DEX           CON           INT           WIS           CHA   Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a
                 17 (+3)       15 (+2)      16 (+3)      10 (+0)     14 (+2)      16 (+3)  DC 14 Constitution saving throw or take 7 (2d6) cold damage and
                                                               have its Dexterity reduced by 1d6.  This reduction lasts until the
                                                               target finishes a short or long rest. If a target's Dexterity is reduced
          Saving Throws Dex +5, Wis +5, Cha +6
                                                               to 0, the creature becomes petrified and its whole body transforms
          Damage Resistances fire, lightning; bludgeoning, piercing, and
                                                               into frozen ice until freed by the greater restoration spell or other
            slashing from nonmagical attacks
                                                               magic.  On a successful save, the target takes half as much damage
          Damage Immunities cold, poison
                                                               and doesn't have its Dexterity reduced.
          Condition Immunities poisoned
          Senses darkvision 120 ft., passive Perception 12     Innate Spellcasting. The mavawhan’s spellcasting ability is
          Languages Abyssal, telepathy 120 ft.                 Charisma (spell save DC 14). It can innately cast the following
          Challenge 7 (2,900 XP)       Proficiency Bonus +3    spells, requiring no material components:
                                                               At will: fog cloud, frostbite (3d6)
          Aura of Debilitating Cold.  Any creature that starts its turn   2/day: ice storm
          within 5 feet of the mavawhan takes 3 (1d6) cold damage and has   1/day each: cone of cold, wall of ice
          disadvantage to saving throws against cold damage until the start of
                                                               Teleport. The mavawhan magically teleports, along with
          its next turn.
                                                               any equipment it is wearing or carrying, up to 120 feet to an
          Ice Walk. The mavawhan can move across and climb icy surfaces   unoccupied space it can see.
          without needing to make an ability check. Additionally, difficult
                                                               Fan of Ice Blades  (Recharge 5-6).  The mavawhan whirls its wings
          terrain composed of ice or snow doesn’t cost it extra moment.
                                                               around, unleashing icy spikes that strike targets around it.  Each
          Magic Resistance. The mavawhan has advantage on saving throws   creature within 30 feet of it must succeed on a DC 14 Dexterity
          against spells and other magical effects.            saving throw.  On a failed save, a creature takes 10 (3d6) piercing
          Actions                                              damage and 10 (3d6) cold damage and can't use reactions until the
                                                               end of its next turn.  On a successful saving throw, a creature takes
          Multiattack. The mavawhan makes three attacks: two with its Claw   half as much damage.
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