Armor Class
17
Malaxxix
Huge Fiend · Neutral Evil
Hit Points
312 (25d12 + 150)
Speed
Walk 40 ft., Fly 60 ft.
CR
18
Traits
Legendary Resistance (3/Day)
If Malaxxix fails a saving throw, it can choose to succeed instead.
Magic Resistance
Malaxxix has advantage on saving throws against spells and other magical effects.
Actions
Multiattack
Malaxxix makes two Forge Hammer or Whip attacks in any combination.
Forge Hammer
Melee or Ranged Weapon Attack +12 to hit, reach 10 ft. or range 60/180 ft., one target. 28 () Bludgeoning damage, and the target can't take reactions until the end of Malaxxix's next turn.
The hammer then magically returns to Malaxxix's hand.
The hammer then magically returns to Malaxxix's hand.
Whip
Melee Weapon Attack +12 to hit, reach 30 ft., one creature. 15 () Slashing damage, and the target has the condition for 1 minute. The target can make a DC 20 Strength saving throw at the end of each of its turns, ending the effect on itself on a success. Only one creature can be by the whip at a time.
Mezzoloth Vortex Recharge 5
Malaxxix summons a vortex of whirling mezzoloths at a point it can see within 90 feet of itself. The vortex is a 30-foot-radius, 100-foot-high cylinder centered on that point. Each creature other than Malaxxix in that area must make a DC 20 Dexterity saving throw. On a failed save, a creature takes 35 () Force damage and has the condition while within the cylinder. On a successful save, a creature takes half as much damage and is pushed to the nearest unoccupied space outside the cylinder. The vortex lasts until the start of Malaxxix's next turn.
Legendary Actions
Fiendish Stride
Malaxxix moves up to its speed. This movement doesn't provoke opportunity attacks. When Malaxxix moves within 5 feet of a creature during this movement, that creature takes 5 () Lightning damage. A creature can take this damage only once per turn.
Attack (Costs 2 Actions)
Malaxxix makes one Forge Hammer or Whip attack.