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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Bestiary

