Malaugrym (CR 4)
AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Hit Dice: 5d8+5 (27 hp); DR: DR 15/silver
Fort +7, Ref +6, Will +7
Speed: Fly 30 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +5; Grapple +6
Attack: Tentacle +6 melee
Full Attack: Tentacle +6 melee
Damage: Tentacle 1d6+1
Abilities: Str 12, Dex 14, Con 12, Int 5, Wis 13, Cha 15
Special Qualities: Shape change, poison immunity, silver vulnerability, fast healing 3, SR 15
Feats: Blind-fight; Combat Expertise; Great Fortitude; Iron Will
Skills: Bluff+10, Diplomacy +14, Disguise +10, Intimidate +12, Knowledge (any two) +10, Listen +9, Search +10, Sense Motive +9, and Spot +9
Advancement: By character class
Climate/Terrain: Any land and underground
Malaugryms are perfect shapeshifters whose greatest delight is extending a jawed tentacle down a living captive's throat and eating him from the inside out.
Also known as shadowmasters, malaugryms are creatures of pure evil native to some alien place. Consumed with a lust for power, they hungrily await any opportunity to venture to the Material Plane to extend their domination and acquire their favorite food. They use the Plane of Shadow to reach the Material Plane, leading to the (apparently mistaken) impression that they are actually native to that place.
In their natural form (almost never seen), malaugryms are spherical creatures about 4 feet in diameter, with three long, powerful tentacles tipped by razor-sharp hooks, and a beaked mouth in the center of their bodies. Three large, round, golden eyes surround the beak. Their hide is rubbery and thick, mottled brown and green in color. They possess an innate levitation ability and hover in the air, tentacles coiling in constant motion.
Malaugryms do age, but they do not seem to die of old age. Though they might otherwise be immortal, very old malaugrym are typically eliminated by younger, stronger malaugryms hungry for their place and status.
Malaugrym speak Common and their own language.
Most malaugryms have one or two forms that they prefer. In many cases, they use a normal-seeming human form for day-to-day business on the Material Plane, and a more monstrous and powerful form in combat. They fight intelligently, and do not hesitate to flee a battle they are clearly losing.
Malaugryms with at least a +6 base attack bonus can make multiple slam attacks in a round, with each additional attack at a reduced modifier (+6/+1, +7/+2, and so forth).
Alternate Form (Su): Malaugryms can assume the form of any creature less than deity status or a single object, as the shape change spell cast by a 20th-level sorcerer. When assuming the form of a humanoid creature, a malaugrym's physical ability scores (Strength, Dexterity, and Constitution) are the same as in its natural form, not the average scores for a member of that race. In any form, a malaugrym's true identity can be guessed by the golden light that glimmers in its eyes. A Spot check (DC 21) is required to notice this telltale gleam.
Silver Vulnerability (Ex): Silver weapons inflict the maximum possible damage against malaugryms. A malaugrym cannot heal damage caused by silver weapons naturally, including with its fast healing ability. Cure wounds spells and other magic heals this damage normally.
Spell Resistance (Ex): A malaugrym's spell resistance increases by 1 for every character level it gains.
Skills: When using alternate form, a malaugrym receives a +10 circumstance bonus to Disguise checks, as with the shape change spell.
Almost all malaugryms encountered on the Material Plane have at least two, and sometimes as many as twelve, levels in one or more character classes. Wizards and sorcerers are common, but any class is possible. A malaugrym's preferred class is wizard. Malaugrym clerics have access to the Chaos, Darkness, Destruction, and Evil domains.
IN THE REALMS
Some legends claim that malaugryms are descended from a human wizard named Malaug who was supposedly the first human of Faerûn to enter the Plane of Shadow. The malaugryms made their first return to Faerûn centuries ago, when they earned the enmity of Elminster. They have made appearances on at least two separate occasions since that time, once in the Year of the Prince (1357 DR) in the hope of learning the secret of spellfire, and once in the Year of Shadows (1358 DR), during the Time of Troubles. At least five malaugryms are still at large in the Realms as of the Year of Wild Magic (1372 DR).