The Mask of Malruk Conqueror
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The Mask of Malruk

Behind Malruk's courtly smile, the hands bend the wrong way

Malruk, the Tiger-Demon
The Adversary
Malruk, the Tiger-Demon
tiger-demon (otherworldly spirit) · CR 13

A grinning courtier whose hands bend backward and against whom steel falls uselessly away.

Show stat block
Malruk, the Tiger-Demon
Large gevallen geest (buitenaards), chaotisch kwaadaardig
Armor Class 18 (demonische huid)
Hit Points 195 (23d10 + 69)
Speed 12m, klimmen 9m
STR22+6
DEX16+3
CON17+3
INT12+1
WIS14+2
CHA16+3
Saving Throws Con +8, Wis +7, Cha +8
Skills Waarnemen +7, Intimidatie +8
Resistances & immunities vuur; kneuzing, snijden en doorboring van niet-magische wapens
Senses duisterzicht 18m, passieve Waarnemen 17
Challenge 13
Traits

Achterstevoren Gewrichten. Malruks handen draaien vrij in de polsen. Hij heeft voordeel op behendigheidsworpen om te ontsnappen uit boeien of een greep en lijdt geen nadeel wanneer hij vanuit een greep aanvalt.

Demonische Huid. Malruk heeft weerstand tegen kneuzings-, snij- en doorboringsschade van niet-magische wapens.

Magieweerstand. Malruk heeft voordeel op reddingsworpen tegen spreuken en andere magische effecten.

Actions

Multiattack. Malruk voert twee klauwaanvallen en één beetaanval uit.

Klauw. Aanvalsworp +11, bereik 1,5m, één doelwit. Trefkans: 2d8+6 snijschade.

Beet. Aanvalsworp +11, bereik 1,5m, één doelwit. Trefkans: 2d10+6 doorboringsschade. Het doelwit moet een Constitutie-redding doen (DC16) of is vergiftigd tot het einde van zijn volgende beurt.

Tijgersprong (Recharge 5-6). Malruk springt tot 9m naar een doelwit en valt aan met beide klauwen; bij een treffer krijgt het doelwit 3d8 extra snijschade en moet een Kracht-redding doen (DC16) of wordt achterovergeworpen.

5e-compatible stat block · this monster also appears in the adventure PDF

The Story

King Devanir's court is a web of smiles, and at its heart stands Grand Vizier Malruk, the man everyone trusts. The king drinks his counsel like wine, the generals sharpen their swords on his word, and along the border armies mass for a war nobody wants. You have been summoned as neutral mediators, the last voice of reason at a court balanced on a knife's edge.

What no one sees: Malruk is no man. He is Malruk, the Tiger-Demon, an old and cunning spirit who feeds on intrigue and betrayal, and who has been hollowing out this kingdom from within for months. His only tell is physical: when he extends a hand, the fingers bend the wrong way, palm turned upward. Ordinary steel glances off his skin like rain off glass. Only cunning, faith, and blessed metal can bite through his magic.

You must read the court like a chessboard: which nobles have been bought, which are merely frightened, who carries the lies from ear to ear. You expose forged letters, catch the demon in a single slip of the tongue, and hunt for the blessed relics that can wound him, all while Malruk works to win over or break your party one by one with flattery, blackmail, and threatening little accidents.

The turn comes when you discover the king himself is already half in the demon's claws, enchanted into a puppet. On the eve of the declaration of war, the mask falls: in the throne room, amid the fleeing courtiers, Malruk unfurls his true shape, a tiger rising onto two legs. You fight not only for your lives, but for the soul of a king and the fate of a land dancing at the very edge of the abyss.

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This work includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC-BY 4.0. All story, characters and artwork are 100% original. DM Shots is an independent publisher, not affiliated with Wizards of the Coast. More about our license & 5e compatibility.