BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Malloridin

Plague Mother Ellorin Aidichi (a.k.a. Ellie)

Malloridin, the tainted

Medium fey, fallen, chaotic evil
Armor Class: 18
Hit Points: 247
Speed: 39 ft , burrow: 45 ft , climb: 45 ft

STR

20 +5

DEX

17 +3

CON

19 +4

INT

16 +3

WIS

14 +2

CHA

12 +1

Saving Throws: DEX +8, CON +9, CHA +9
Skills: Acrobatics +10, Athletics +7, Insight +7, Perception +7
Damage Resistances: Bludgeoning, Piercing, and Slashing damage from Weapons that aren't Named
Condition Immunities: Charmed, Frightened, Paralyzed, Petrified
Senses: Darkvision 120 ft., Passive Perception 17
Languages: Common, Sylvan, Primordial

Fey Magic Resistance.
Malloridin has advantage on saving throws against spells and magical effects imposed by a creature that does not know his name.
Tree Stride.
Once on her turn, Malloridin can use 10 feet of his movement to step magically into one living tree within his reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
  Wilding Pollen.
A non-fey, non-plant creature that starts its turn within 15 ft. of the green man must make a DC 18 Wisdom saving throw or be beset on all sides by illusory foes. Until the beginning of its next turn attack rolls of odd numbers (after modifiers) made by an affected creature always miss.
  Stormshield.
Whenever Malloridin would take lightning damage, she can channel and direct the lightning through her arms. One creature within 30 ft. must succeed on a DC 18 Dexterity saving throw or take the lightning damage in her stead.
  Legendary Resistance (3/day).
If Malloridin would fail a saving throw, she may speak a secret name of the forest to succeed. If she uses her third legendary resistance, the forest ceases to aid him until the next dawn.
 

  • Will, Will, Weald
  • You Who Know The Gate
  • The Everclosing All and One

Actions

Multiattack.
The archfey makes two melee attacks.
Gáe Dearg
The Reddened Root. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 17 (3d6+7) piercing damage and the target must succeed on a DC 18 Constitution saving throw or have rootlike tendrils sprout from the wound, preventing its closure.
  Magical healing that the creature receives is halved until a creature uses its action to remove the roots with a successful DC 18 Wisdom (Medicine) or Intelligence (Nature) check.
  Briar Tomb (Recharge 5-6).
Malloridin creates a 20 ft. radius, 1 ft thick hemisphere of thorny vines centered on a point within 60 feet. Creatures on the other side of the barrier are considered to have half-cover.
  A creature whose space is intersected by the thorns when they appear must succeed on a DC 18 Dexterity save or take 18 (4d8) slashing damage, moving to a side of its choice on a success. A creature may push through the vines by spending 20 feet of movement and taking 18 (4d8) slashing damage.
  The vines are an object that can be damaged and thus breached. They have AC 18 and 30 hit points, and are vulnerable to fire damage.

Reactions

Thorny Retort.
As a reaction to being hit with a melee attack, the green man may cause the attacker's weapon to sprout thorns, dealing 9 (2d8) piercing damage to the attacker. The attacker must succeed on a DC 18 Constitution saving throw or drop their weapon. If the attacker picks up its weapon this turn, the green man may immediately make a melee attack against it at advantage.

Legendary Actions

Spear.
Malloridin makes a melee attack.
Call Lightning (costs 2 actions).
Malloridin is struck with a bolt of lightning. She and each creature within 5 ft. of him must succeed on a DC 18 Dexterity saving throw or take 16 (3d10) lightning damage, or half as much on a success.
  Nourish the Earth (costs 2 actions).
Rootlike tendrils worm out of the briar tomb, piercing the flesh of those within it. Each creature inside the briar tomb must succeed on a DC 18 Constitution saving throw or take 14 (4d6) necrotic damage and be forced to expend two of its hit dice. If the creature can't, its maximum hit points are reduced to its current hit points. The nearest plant creature friendly to the green man gains 5 temporary hit points for each hit die expended this way.

Physical Description

General Physical Condition

Unknown.  Her wrappings and large robes conceal her true state.  She seems to have an unnatural strength to her though.

Mental characteristics

Personal history

No one is quite sure when the woman named Malloridin lost her mind.  Her village was beset with many plagues growing up. Most of her family and village gave way to the sickness.  At some point as a defense mechanism she gave into the sickness.  She talked to it and let it inside.  Then it spoke back to her....
Current Location
Year of Birth
2905 93 Years old
Children
Eyes
Brown, almost black
Hair
Long and unkempt
Skin Tone/Pigmentation
An off white, unnatural color. Almost like sandstone.
Height
6’1”
Weight
135

Comments

Please Login in order to comment!