Warden Malakar

Level 10 Human Warlock (the Great Old One) โ€” 'Stolen Divinity' flavor (The Great Old One)

Available with DM subscription
STR
8 (-1)
DEX
13 (+1)
CON
15 (+2)
INT
10
WIS
12 (+1)
CHA
16 (+3)

Defense

Armor Class 15 (Studded leather (12) + Dexterity (+3))
Hit Points 73 (10d8 + 20 +2)
Speed 30 ft.

Proficiencies & Skills

Saving Throws wisdom, charisma
Skills Religion +4, Deception +7, Intimidation +7

Features

Warden of the Zone (Lair Actions)

custom Level 1
initiative-20

While in the Core, on Initiative count 20 (losing ties), Malakar takes one lair action: (1) Phantom Trial โ€” each enemy within 60 ft. makes a DC 16 Wisdom save or sees an illusion of their greatest crime, taking 4d8 psychic damage and becoming Frightened for 1 minute on a failure; (2) Chains from the Void โ€” spectral chains erupt in a 20-ft.-radius, DC 16 Strength save or be Restrained (escape DC 16); (3) Reality Warp โ€” solid walls of the chamber shift, creating difficult terrain and blocking one line of sight until Initiative 20 next round.

Legendary Actions (3/round)

custom Level 1
legendary-action

Malakar can take 3 legendary actions, one at a time at the end of another creature's turn. (1) Chain Lash (1 action): +8 to hit, reach 15 ft., 2d8+3 bludgeoning plus 1d8 psychic damage. (2) Shadow Step (1 action): teleport up to 60 ft. to an unoccupied space he can see. (3) Dominate Guilt (2 actions): one creature within 60 ft. makes a DC 16 Wisdom save or is Charmed/Commanded by Malakar for 1 minute (as dominate person, no concentration). Regains 3 legendary actions at the start of his turn.

The Warden's Weakness (Redemption Hook)

custom Level 1
special

If a creature speaks the name 'Aethel' or 'Malakar' aloud in his presence, he flinches and loses Concentration on one spell. If confronted with evidence of his betrayal (the black crystal, Kaelen's testimony, or Aethel's Echo), he hesitates: he loses his legendary actions for 1 round. During that round, a creature can attempt a DC 20 Charisma (Persuasion) check to redeem him.

Phylactery of Guilt

custom Level 1
special

The Core of Guilt crystal is Malakar's phylactery. While it exists, if Malakar is reduced to 0 hit points, his form dissolves but the Zone begins to collapse over 1 hour โ€” he cannot be permanently slain while the crystal holds. Piercing his heart with the Key of Absolution or shattering the crystal (Athletics DC 19 with the Key) ends him.

Feed on Guilt

custom Level 1
bonus action

As a Bonus Action, Malakar targets one creature within 60 ft. that is Frightened, Charmed, or suffering from Malakar's Chains of Guilt. The target takes 3d6 psychic damage and Malakar regains hit points equal to the damage dealt. In the Core chamber, he regains 10 additional hit points whenever he uses this feature.

Thought Shield

subclass Level 10
reaction

When a creature within 30 ft. deals psychic damage to Malakar or deals damage to him with a spell attack, the creature takes psychic damage equal to half the damage dealt. Also, Malakar has resistance to psychic damage.

Voice of the Bastion

custom Level 1
action

Malakar's voice can echo anywhere in the Phantom Zone as a Magic action. He can cast one illusion of his choice (as major image) at any point in the Bastion he has seen, without expending a spell slot, once per day.

Awakened Mind

subclass Level 3

Malakar can telepathically speak to any creature he can see within 60 ft. He uses this to whisper inmates' supposed crimes back to them.

Eldritch Invocations (Agonizing Blast, Devil's Sight, Repelling Blast)

class Level 2

Eldritch Blast deals +3 (Charisma) damage, can push targets 10 ft., and Malakar sees in magical and normal darkness to 120 ft.

Pact Magic (Warlock, Level 10)

class Level 1

Two 5th-level pact slots, regained on a Short or Long Rest.

Spellcasting

charisma DC 14 +7 to hit Level 5: 2 slots

Pact Magic: 2 slots, both 5th level at Warlock 10; slots recovered on Short or Long Rest. Malakar casts the same spells at higher effect using his 5th-level slots.

Eldritch Blast

Cantrip cantrip
evocation Action 120 ft. V,S

Three beams, 1d10+3 force each (Agonizing Blast).

Mind Sliver

Cantrip cantrip
enchantment Action 60 ft. V

1d6 psychic; on a failed Int save the target has -1d4 to its next save before Malakar's next turn.

Toll the Dead

Cantrip cantrip
necromancy Action 60 ft. V,S

Wis save or 1d8 (1d12 if wounded) necrotic damage.

Hex

Level 1 warlock
enchantment Bonus Action 90 ft. V,S,M

Target takes extra 1d6 necrotic from Malakar's hits and has disadvantage on one ability score's checks.

Command

Level 1 warlock
enchantment Action 60 ft. V

Wis save or obey a one-word command ('Kneel.').

Hold Person

Level 2 warlock
enchantment Action 60 ft. V,S,M

Wis save or Paralyzed (humanoid), concentration.

Suggestion

Level 2 warlock
enchantment Action 30 ft. V,M

Wis save or pursue a reasonable course of action, concentration.

Fear

Level 3 warlock
illusion Action Self (30-ft. cone) V,S,M

Wis save or Frightened and Dash away; drops held items.

Hunger of Hadar

Level 3 warlock
conjuration Action 150 ft. V,S,M

20-ft. void sphere; creatures inside take cold/acid damage and are blinded, concentration.

Banishment

Level 4 warlock
abjuration Action 60 ft. V,S,M

Cha save or banished to the Zone's deepest cell-block pocket dimension, concentration.

Compulsion

Level 4 warlock
enchantment Action 30 ft. V,S

Wis save or follow a verbal command path, concentration.

Dominate Person

Level 5 warlock
enchantment Action 60 ft. V,S

Wis save or Charmed and controlled by Malakar, concentration.

Hold Monster

Level 5 warlock
enchantment Action 90 ft. V,S,M

Wis save or Paralyzed, concentration.

Behind the character

Character Information

Warden Malakar is a towering figure of engineered contradiction: half porcelain judgment, half writhing shadow. His hooded face is split by a skull-white mask of calm authority on one side and darkness that never settles on the other, as though his conscience and his crime are permanently at war behind the same eyes. Cold teal light burns where pupils should be, and it never blinks when he lies โ€” which is always.

He wears black-and-white judicial robes that dissolve into mist at the hem, and around his arms coil spectral chains of sickly green light, broken at the wrists: the symbol of the whole chain of Aethel that he himself shattered. He carries himself like a judge on a balcony above a courtroom, but his hands tremble when he believes no one watches.

Malakar speaks in measured, liturgical cadences, addressing inmates as 'the guilty' and their suffering as 'the sentence.' He genuinely believes he is a force of order and mercy โ€” that guilt, properly harvested, purifies. This self-delusion is his armor and his cage. Beneath it churns self-loathing so profound that he erased his own crime from his memory, leaving only the guilt, orphaned from its cause, feeding him in the dark.

He is cold, calculating, and manipulative, but his cruelty is bureaucratic rather than sadistic; he prefers a well-argued verdict to a scream. He targets the morally conflicted because their doubt is delicious โ€” and because it mirrors his own. Confronted with Aethel's name, the broken chain, or evidence of his betrayal, the mask cracks: he flinches, hesitates, loses his legendary composure. He is a god-king who is, at his core, a frightened priest waiting for someone to make him confess.

Before the adventure

Character Background

Malakar was born a mortal in a kingdom that worshipped Aethel, the god of chains โ€” a deity of binding oaths, just sentences, and the sacred belief that a chain must only ever close around the truly guilty. Malakar entered the temple as a boy and rose for thirty years as Aethel's high priest, confessor, and closest friend. He was not ambitious in the ordinary sense; he was terrified. He watched mortals die unforgiven, their guilt unresolved at the moment of death, and became obsessed with the idea that a soul carrying unconfessed sin was lost forever.

Aethel, who believed redemption was always possible, told him gently that no priest could carry every soul's burden. Malakar heard something else: that the god was withholding the power to save everyone, and that waiting was a coward's virtue.

The betrayal was almost clerical in its precision. During the great chain-forging, when Aethel poured his divinity into the holy restraints, Malakar performed the rites of consecration as he had a thousand times โ€” then turned the final oath inward, binding the god into his own unfinishable chain. He stole the glowing heart of Aethel's power and used it to carve a demiplane from the space between prayers: a prison for the guilty, sustained not by walls but by guilt itself.

He called it the Phantom Zone and made its heart a crystal โ€” the Core of Guilt โ€” which became, whether he admits it or not, his phylactery. As long as it beats, he cannot truly die.

The first decades were righteous, or so he tells himself. He filled the Zone with genuine criminals, and their genuine guilt sustained him cleanly. But a demiplane is a hunger, not a home, and the guilty are finite. To keep the crystal fed โ€” and to keep his ascension ritual supplied โ€” he began manufacturing guilt. He framed the innocent, forged trials, planted evidence across the material plane, and dragged the framed into his Zone with erased memories and burning questions.

The scratched message in Cell Block D, 'The Warden lies,' was written by one of his earliest victims, and he has never been able to bring himself to erase it.

He is not alone in his hypocrisy. He keeps Kaelen the Smith โ€” the artisan who forged Aethel's original holy chains โ€” alive in the Forge of Broken Chains, feeding daily on the smith's guilt over his unwitting complicity. He raised Shadowtongue, a spymaster who once served his temple, to build the Archive of Sins, an endless library of crystal guilt-records. He founded the Collaborators to rule the cell blocks by proxy. And somewhere in the deepest cell-block pocket dimension, perhaps, lies the Old Warden whose throne Malakar took โ€” if the rumors are true that Malakar was once a prisoner here himself.

What Malakar cannot admit is that his fifteen-day ascension ritual is not ambition but panic: the guilt of the innocent nourishes poorly, the Zone is thinning, and Aethel's Echo is growing louder in the tunnels. He erased his own crime from the Archive, but the guilt itself remains in the Core, orphaned among millions of records. If a player ever finds it and speaks it back to him, the Warden's entire edifice โ€” theological, political, and personal โ€” can collapse in a single conversation. He rules a prison of the guilty in which the only man truly serving a life sentence is himself.

Threads to follow

Unresolved Plots

  • The Old Warden: rumors insist Malakar was once a prisoner here who overthrew a previous Warden. If true, there is a predecessor โ€” perhaps still alive in the deepest cell-block pocket dimension where Banishment sends victims โ€” who knows a second weakness Malakar has spent centuries burying.
  • Aethel's survival: the god is not dead but chained into the very architecture of the Zone, whispering through runes and Echo. If Aethel fully awakens, the stolen divinity could be reclaimed mid-confrontation, transforming the final battle into a three-way struggle for godhood.
  • The innocent majority: Malakar framed the players and countless others to fuel his ritual, but the fabricated trials left records in the Archive. A public revelation of mass innocence could collapse the guilt economy that sustains him โ€” a bloodless path to victory the players might discover.
  • The Penitents' mass-suicide plan: Sora's faction believes dying in the Zone frees their souls. If they attempt it, thousands of souls releasing at once will either tear a hole in the demiplane or hand Malakar an unprecedented feast. The clock on their despair is ticking.
  • Ironjaw's Archive key: the brute lieutenant wears the only key to the Archive around his neck, but he cannot read. He does not know that the crystal he guards on Shadowtongue's orders is the ordination record โ€” and if he ever learns its value, his greed could upend the delicate balance between Malakar and his spymaster.

Beneath the surface

Secrets

  • Malakar did not merely imprison Aethel โ€” he was Aethel's closest friend and confessor for thirty years, and the god offered to share divinity willingly. Malakar refused to wait, and the betrayal was less ambition than terror that he would die mortal and unforgiven.
  • Malakar cannot remember his own original crime. The first thing he did with stolen divinity was erase his own guilt from the Archive โ€” but the guilt itself remains in the Core of Guilt, unidentified among millions of records, and finding it would unlock his redemption instantly.
  • Three previous Wardens' souls โ€” the lieutenants he betrayed โ€” are bound inside his shadow sentries. They retain fragments of memory and hate him, and a sufficiently clever player could turn them against him from within the Bastion's walls.

What haunts them

Fears

  • That Aethel's Echo will one day forgive him โ€” because forgiveness would mean his guilt was never necessary, and his entire self-justification as a stern but fair judge would collapse into meaningless cruelty.
  • That the inmates will discover they are innocent, starving him of guilt and exposing him as the only true criminal in the Zone.
  • That he is already dead โ€” that the man who betrayed Aethel died spiritually the moment he stole the divinity, and what remains is only the phylactery wearing a priest's face.

What drives them

Aspirations

  • To accumulate enough guilt to force his way back to the material plane and be worshipped as a god of justice, finally receiving the adoration Aethel received and he never did.
  • To be genuinely forgiven โ€” a desire he buries so deep that even he mistakes it for hatred, and which only the redemption path can surface.
  • To build a perfect prison where no innocent is ever chained, redeeming his original sin through the very instrument of his betrayal โ€” impossible while the Zone runs on fabricated guilt.

Personal quest ยท 1

The First Prisoner's Lament

Malakar hears Aethel's Echo whispering through the tunnels of the Underworld. Terrified that the god he betrayed is reaching the inmates before him, he dispatches shadow sentries to silence the Echo permanently. Players who intercept the sentries discover Malakar's own orders โ€” written in his hand, trembling โ€” begging the Echo to stop speaking, not to destroy it. The quest reveals the Warden's deepest wound: he cannot bear to hear the voice of the friend he chained.

Current Stage

Shadow sentries converge on the Tunnels of Remorse where the Echo was last heard.

Choice
Ambush the sentries and protect the Echo
The Echo survives and shares a memory of Malakar as a kind young priest.
Alternative
Let the sentries proceed and follow to witness the outcome
The Echo cannot be destroyed, but it retreats deeper, wounded and mistrustful.
Mechanical Rewards
  • Aethel's Whisper boon (reroll one failed Wisdom save per day)
  • Advantage on Insight checks against Malakar's illusions
Narrative Rewards
  • The Echo becomes a recurring advisor
  • Malakar's written plea as emotional leverage in the finale

Personal quest ยท 2

The Fifteen-Day Ritual

Malakar's ascension ritual requires fifteen days of uninterrupted feeding on the guilt of the newly condemned. As the countdown begins, he intensifies the Trials, fabricating crimes for inmates he himself framed. The players must disrupt the ritual's anchor points โ€” three altars of guilt hidden in the Bastion โ€” forcing Malakar to appear personally and reveal how desperate he has become. Each altar destroyed visibly weakens him, draining his legendary resolve.

Current Stage

Locate the first altar in the Trial Chamber's green fire pit.

Choice
Desecrate the altar openly
Malakar's voice cracks over the Bastion's speakers; the Collaborators hunt the party.
Alternative
Corrupt the altar to feed false guilt to the crystal
The Core pulses erratically; Malakar suspects Shadowtongue of sabotage.
Mechanical Rewards
  • Stackable weakening of Malakar's signature abilities
  • Confession scroll (redemption leverage)
Narrative Rewards
  • The inmates begin to hope; factions rally faster in Act 3

Personal quest ยท 3

The Priest Who Was

Deep in the Archive, Shadowtongue has found a crystal record Malakar does not know exists: the memory of the day Malakar was ordained as Aethel's high priest, when he swore a chain-oath of service. Shadowtongue plans to blackmail the Warden with it. Malakar, sensing the threat, quietly offers the players a deal โ€” steal the crystal back for him in exchange for a single inmate's release. The players must decide whether to serve the tyrant's self-preservation or expose him.

Current Stage

Infiltrate the Archive to reach the ordination crystal before Shadowtongue moves.

Choice
Steal it for Malakar as agreed
Malakar honors the deal, releasing one inmate โ€” but the party becomes his debtors.
Alternative
Deliver the crystal to Shadowtongue instead
Shadowtongue gains blackmail power and offers an alliance against Malakar.
Alternative
View the memory themselves and destroy it
The players witness young Malakar's genuine faith and his moment of doubt.
Mechanical Rewards
  • Resistance to Malakar's guilt-based psychic effects
  • Potential ally in Shadowtongue or protected status with the Collaborators
Narrative Rewards
  • A vision of Malakar's ordination โ€” the human he once was

Major Decision

Context

When the players first speak Aethel's name in his presence, Malakar flinches and his concentration shatters. He realizes his weakness is known. Cornered, he offers the party a Pact of the Warden: serve as his enforcers within the Bastion, and he will grant them a fraction of his stolen divinity โ€” a warlock-style boon of chain magic and guilt-sight.

Choice Made
Accept Malakar's Pact of the Warden or refuse and declare open rebellion
Impact

Accepting grants the Warden's Boon: +2 to spell save DC or attack rolls, and the ability to cast Command at will, but Malakar can telepathically track the party anywhere in the Zone, and the Penitents permanently distrust them. Refusing earns the Penitents' blessing (advantage vs. frightened) and marks the party for immediate golem hunts, hardening Act 2 into open warfare.

Major Decision

Context

At half health in the Core, Malakar offers the Deal of Absolution: he will open a stable portal home for the party alone, abandoning every other inmate, if they hand him the Key of Absolution and walk away.

Choice Made
Take the escape, refuse and fight, or counter-offer to share the Key's power
Impact

Accepting ends the campaign early with freedom but condemns thousands; the party keeps their gear and gains the Warden's Mark (immunity to the Zone's psychic damage) but carries a permanent soul-debt that haunts them on the material plane. Refusing continues the finale. The counter-offer splits the Key's power, granting each PC one use of a 5th-level spell once ever, but the Key can then no longer shatter the crystal โ€” only redeem Malakar.

Major Decision

Context

If Malakar is redeemed or destroyed, his power must go somewhere. Aethel's Echo offers the party a choice at the Threshold: release the stolen divinity back to Aethel, or seize it and become the new Warden, bound to the Core to keep the Zone stable.

Choice Made
Release Aethel's power, take the Warden's throne, or shatter the Core entirely
Impact

Releasing it grants each PC Aethel's Blessing (one casting of Revivify per character, once ever) and a stable portal home. Taking the throne makes one PC the new Warden with lair actions and legendary actions of their own, but they are bound to the Zone and must maintain the prison forever. Shattering the Core frees everyone but collapses the demiplane, forcing a desperate DC 16 Constitution escape sequence with permanent injury on failure.

Transformative Moment

Trigger

First successful redemption attempt in the Core

Transformation

Malakar's shadow form burns away, revealing the gaunt priest beneath; his stat block loses legendary actions and gains the ability to open a stable portal.

Mechanical Changes

Transformative Moment

Trigger

Ritual completion or fifteen-day timeout

Transformation

Malakar ascends to material-plane godhood; the campaign shifts to its failure ending.

Mechanical Changes

Ally

Shadowtongue

Relationship uneasy servant
Influence 3/10
Loyalty 4/10

Shared History

Decades ago, Shadowtongue was a spymaster who sold secrets to Malakar's temple, funneling heretics and criminals into Aethel's chains. When Malakar fled into the demiplane he had built, he brought Shadowtongue with him โ€” half as an honor, half as a hostage. Shadowtongue built the Archive of Sins from Malakar's stolen divinity, cataloguing every inmate's guilt. Their partnership is one of mutual leverage: Malakar knows Shadowtongue craves his true name for blackmail, and Shadowtongue knows Malakar cannot run the prison without him. They speak in courtesies laced with threats, each waiting for the other to slip. Recently, Shadowtongue found the ordination crystal and has been quietly preparing his strike.

Potential Breaking Points

  • If the players offer Shadowtongue a better deal, he will trade Malakar's secrets
  • If Malakar learns of the ordination crystal, he will order Shadowtongue's execution

Enemy

Kaelen the Smith

Threat Level 4/10
Conflict Type ideological and existential

Personal Stakes

Kaelen was the smith who forged Aethel's original chains โ€” holy restraints meant to bind only the truly damned, blessed so they could never hold the innocent. Malakar perverted Kaelen's craft, using the same forge-rites to build the Bastion's cells and fill them with framed prisoners. When Kaelen discovered what his work had become, he spoke against the Warden and was thrown into the very prison he helped create. Malakar keeps Kaelen alive in the Forge deliberately: the smith's guilt over his complicity is the richest vintage in the Zone, and Malakar feeds on it daily.

But Kaelen knows the counter-rite โ€” the Key of Absolution โ€” and Malakar fears that the day Kaelen forgives himself, his guilt turns to purpose. He watches the Forge through shadow sentries and has sworn that if Kaelen ever touches starmetal again, he will melt the Forge with everyone in it.

Possible Resolutions

  • Redeem Kaelen's guilt to remove Malakar's food source
  • Kill Kaelen to prevent the Key from being forged (dark path)

Faction

The Collaborators

Standing 8/10

Influence

Malakar founded the Collaborators himself in the Zone's first years, hand-picking the most broken inmates โ€” those whose guilt was deepest โ€” and offering them status in exchange for surveillance and enforcement. He personally wrote their oath of service in chain-runes that bind their tongues against revealing his secrets. Through them he rules without ever walking the cell blocks; every informant report feeds directly into the Core of Guilt, and every betrayal they commit adds guilt to his larder.

Ironjaw, their leader, believes Malakar will eventually free him, a promise Malakar has made and broken to three previous lieutenants, all of whom now serve as shadow sentries. The faction is his eyes, hands, and food supply โ€” but their growing corruption is producing guilt so processed and hollow that it nourishes him less each year, pushing him toward the desperate fifteen-day ritual.

Obligations

  • Protect Collaborators from mob justice
  • Honor freedom promises (rarely kept)

Benefits

  • Intelligence on all inmate activity
  • Enforcement muscle across the Bastion

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