3.1 KiB
3.1 KiB
type, role, location, alignment, race, class, status
| type | role | location | alignment | race | class | status |
|---|---|---|---|---|---|---|
| npc | Cult Battle Captain | Various | Lawful Evil | Human (corrupted) | Warlock (Fiend) 12 / Fighter 3 | alive until Arc 3 or Arc 4 |
Keeper Malachar
Appearance
A towering figure in obsidian half-plate over black robes. His face is hidden behind a featureless iron mask — only his eyes are visible, glowing faintly orange. He carries a glaive named Sunder whose blade constantly drips molten metal. He never speaks above a whisper.
Personality
- Silent — speaks only to give orders or deliver the Pontiff's judgment
- Relentless — once given a target, he does not stop until they are dead
- Disciplined — unlike fanatical cultists, Malachar treats his work as a profession; he is the Pontiff's executioner, not his worshipper
- Fatalistic — believes the world is ending and sees no point in hope; find peace in service
Role in Campaign
- Mentioned in Arc 2 as commander of the Thronewood convoy
- Arc 3: Hunts the party at the Heart of the Mountain, attacks during Arc 3 - Heart of the Mountain#Hook 13: The Rite of Seven Flames
- Arc 4: If not slain in Arc 3, returns as a CR 17 aspect in the Citadel of Sundering#Tier 2 — Hall of Echoes
Stat Block — Arc 3 (CR 12)
- HP: 150 (15d8 + 60) | AC: 19 (half-plate + shield) | Speed: 30 ft
- Multiattack: 3 attacks: 2 glaive (+9, 1d10+5 slashing + 1d6 fire) + 1 Eldritch Blast (2 beams, +8, 1d10+4 force)
- Sunder Strike (Recharge 5-6): Melee weapon attack +9, 4d10+5 slashing + 3d6 fire. Target must make DC 17 CON save or be stunned until end of Malachar's next turn.
- Arcane Ward (Reaction): When targeted by a spell, Malachar gains advantage on the saving throw and resistance to the spell's damage.
- Action Surge (1/Rest)
Stat Block — Arc 4 Aspect (CR 17)
If Malachar is slain in Arc 3, High Pontiff Vosseth raises him as a champion of the Wrath for the final siege:
- HP: 200 | AC: 21 | Gains immunity to fire and necrotic
- Sunder Strike now recharges on 4-6 instead of 5-6, deals +2d10 force damage
- Chaos Infusion: As a bonus action, Malachar teleports 60 ft and his next attack is a critical hit on 18-20.
- Elemental Aura: Creatures that start their turn within 10 ft take 2d10 random elemental damage.
Loot
- Sunder — a +2 glaive. On a critical hit, the target must make DC 15 CON save or take an additional 3d6 fire damage and be unable to regain HP until the start of Malachar's next turn.
- Signet of the Keeper — grants the wearer advantage on saving throws against being frightened.
Secrets
- Malachar was once a general of the Crown Concordat. He defected after the Concordat sacrificed his company to win a meaningless battle. The Pontiff found him on the verge of suicide and gave him a new purpose.
- His iron mask is a punishment, not a choice — it is seared to his face with primordial fire. Removing it would kill him.
- He knows the full truth about the Elder Dark and considers the Hand of Ruin the lesser evil.