Warden Malakar

Level 6 Warden-Touched (custom species) Warlock (The Stolen Heart — custom patron) (The Stolen Heart of Aethel (custom patron))

Available with DM subscription
STR
10
DEX
13 (+1)
CON
15 (+2)
INT
8 (-1)
WIS
12 (+1)
CHA
17 (+3)

Defense

Armor Class 15 (Warden's Vestments (custom: counts as studded leather +1, provided by the Zone's power))
Hit Points 45 (6d8+12 (8+2 at level 1, +5+2 per level after) +2)
Speed 30 ft.

Proficiencies & Skills

Saving Throws wisdom, charisma
Skills Insight +4, Religion +2

Features

Background: Acolyte of the Broken Chain

background Level 1

Skill Proficiencies: Insight, Religion. Feat: Magic Initiate (Cleric) — Thaumaturgy and Guidance cantrips; Bless (1/day). Tool Proficiency: Calligrapher's Supplies. Equipment: Holy Symbol of Aethel (a whole chain, now broken in his hands), prayer book, 8 GP. His whole-chain symbol is the campaign's central visual clue: the Warden is the one who broke it.

Otherworldly Patron: The Stolen Heart of Aethel

class Level 1

Malakar's power flows from the imprisoned heart of Aethel, god of chains, which he stole and locked within the Core of Guilt. The Zone itself is his phylactery: as long as the crystal pulses, he cannot truly die. This patron grants expanded spells (Charm Person, Fear) that are always prepared and don't count against his known spells.

Redemption Weakness (DM note)

custom Level 1
special

If a player speaks Aethel's name aloud (Malakar visibly flinches — Wisdom (Insight) DC 13 to notice) and forces him to confront his betrayal, he has disadvantage on his next saving throw against charm or fear effects, and the DC 20 Charisma (Persuasion) redemption attempt becomes possible. He cannot be redeemed through combat alone.

Warden-Touched Species Traits

species Level 1

Ability Scores: +2 Charisma, +1 Constitution. Darkvision 60 ft. Chainborn Resilience: advantage on saving throws against being frightened (his own guilt has hardened him). Shadow Form: once per long rest, he can cast Invisibility on himself without expending a spell slot — his body flickers between shadow and light.

Warden's Voice

class Level 1
at will

Malakar's voice can echo anywhere within the Bastion as if he were standing beside the listener (unlimited range within the demiplane). This is how he addresses inmates without being present. Outside the Zone, it functions as Message at 60 feet.

Feed on Guilt

class Level 6
1/short or long rest

When Malakar reduces a creature to 0 hit points or a creature within 30 feet fails a save against one of his enchantment or illusion spells, he regains hit points equal to 2d6 + his Charisma modifier (13) as he drinks its remorse.

Eldritch Invocations (3 known)

class Level 6

Devil's Sight (sees in magical and normal darkness to 120 feet); Agonizing Blast (adds Charisma modifier to Eldritch Blast damage); Repelling Blast (Eldritch Blast hits push the target 10 feet away).

Pact Boon: Chain of the Warden (Pact of the Chain, reflavored)

class Level 2

Malakar's broken chain symbol is a living pact weapon. He can summon a spectral chain-whip (treat as a whip he is proficient with) as a Bonus Action. It counts as magical.

Spellcasting

charisma DC 14 +6 to hit Level 1: 0 slots Level 2: 0 slots Level 3: 2 slots

Warlock slots are all 3rd level at character level 6 (2 slots, regained on short rest — fitting for a villain who can 'rest' between acts). Charm Person and Fear are patron expanded spells, always known, not counted against his 6 known spells.

Eldritch Blast

Cantrip warlock
evocation 1 action 120 ft. V, S

Three beams of crackling shadow-light, each 1d10+3 force damage on a hit (+6 to hit). Beams can be split among targets.

Minor Illusion

Cantrip warlock
illusion 1 action 30 ft. S, M

Creates a sound or an image of an object. Malakar uses this to replay echoes of crimes in the Trial Chamber.

Thaumaturgy

Cantrip background feat (Magic Initiate, Cleric)
transmutation 1 action 30 ft. V

Booms his voice to triple volume, causes his eyes to glow green, or trembles the Bastion's walls.

Guidance

Cantrip background feat (Magic Initiate, Cleric)
divination 1 action Touch V, S

A fading echo of his old priestly faith: touches a creature to grant +1d4 to one ability check.

Hex

Level 1 warlock
enchantment 1 bonus action 90 ft. V, S, M

Target takes an extra 1d6 necrotic damage from Malakar's hits and has disadvantage on one ability score's checks (he usually chooses Wisdom).

Charm Person

Level 1 patron expanded spell (custom) Custom
enchantment 1 action 30 ft. V, S

Wisdom save DC 14 or charmed, regarding Malakar as a trusted authority. His signature 'processing' technique.

Suggestion

Level 2 warlock
enchantment 1 action 30 ft. V, M

Wisdom save DC 14 or follow a reasonable suggestion for up to 8 hours. 'You are guilty. Serve your sentence.'

Invisibility

Level 2 warlock / species trait
illusion 1 action Touch V, S, M

Target becomes invisible for 1 hour or until it attacks or casts a spell. Once per long rest, Malakar can cast it on himself without a slot (Shadow Form).

Fear

Level 3 patron expanded spell (custom) Custom
illusion 1 action Self (30-ft. cone) V, S

Wisdom save DC 14 or drop whatever it holds and become frightened, fleeing from him. He feeds on this terror.

Counterspell

Level 3 warlock
abjuration 1 reaction 60 ft. V, S

Interrupts a spell of 3rd level or lower automatically; higher-level spells require an ability check (DC 10 + spell level).

Behind the character

Character Information

Warden Malakar is a gaunt, towering figure whose body cannot decide what it is: at times a stern mortal priest in tarnished white-and-gold vestments, at times a writhing silhouette of living shadow rimmed with sickly green light. His eyes burn like embers, and chains of ghostly light drift around him, each link engraved with a screaming face—the harvested guilt of souls he has consumed. In his hand he carries a broken chain symbol, the shattered holy sign of Aethel, god of chains. The break is the campaign's central clue: the god's symbol should be whole, and only one man could have broken it.

His voice is his most distinctive trait. It does not come from where he stands; it comes from everywhere within the Bastion at once, echoing with layered power and pain, so that inmates hear their judge whispering beside them even when he is miles away in the Core. He speaks with the cadence of a clergyman—measured, liturgical, almost kind—and this is what makes him terrifying. He genuinely believes he is a just warden presiding over the guilty. He is also the greatest criminal in his own prison.

Beneath the judge's mask is a man in agony. Malakar was once Aethel's high priest, the god's closest friend, and his betrayal was not born of ambition alone but of a desperate, warped love: he believed he could imprison suffering itself by imprisoning the god who forged chains. Every soul he processes, every guilt he feeds on, is an act of self-medication. He drinks others' remorse because he cannot bear his own.

When a player speaks Aethel's name, he flinches—a flicker of the priest he was, visible for half a heartbeat before the shadow swallows it again. He is a villain who can be saved, if anyone dares to forgive him.

Before the adventure

Character Background

Malakar began as a mortal priest in the temple of Aethel, god of chains, in an age when the god's order bound demons, tyrants, and things older than names. He was Aethel's most trusted cleric, and more than that—his friend. The two spoke daily. Aethel confided in him the burden of his office: every chain the god forged was also a chain upon himself, and the weight of eternal judgment was crushing him. Malakar, hearing his god's despair, drew the worst possible conclusion: that Aethel himself had become the multiverse's greatest prisoner, and that mercy meant ending the office—even if it meant ending the god.

The theft was surgical. During the Rite of Unbinding, when Aethel's power was momentarily gathered into a single luminous heart-orb for renewal, Malakar—trusted above all others—was given the honor of carrying it. He did not carry it to the altar. He carried it into the dark, using stolen rites to bind the heart within a growing crystal of his own design, fed by a substance no priest should have understood: guilt.

He had learned, in the temple's deepest archives, that guilt was a universal constant—that every soul, guilty or innocent, could be made to feel it, and that feeling could be refined into power. The Phantom Zone was not built. It was grown, a demiplane crystallized around Aethel's stolen heart, fed by the remorse of everyone imprisoned within it.

But Malakar had not accounted for the old Warden. The previous Phantom Zone already existed—a smaller, cruder prison run by a nameless jailer. Malakar arrived as a prisoner, sentenced by the very order he had betrayed. He endured years in the old Bastion's depths, and what he saw there hardened him: innocent souls worked to death beside genuine monsters, a system of cruelty with no philosophy behind it. When the chance came, he did not escape.

He organized, he betrayed, he overthrew—and then he rebuilt the Zone in his own image: a prison that at least pretended to be just. He told himself this was atonement. It was not. It was a man building a cathedral around his own crime so he would never have to look at it.

As Warden, he created the Trial Chamber, the factions, the Collaborators, the Archive of Sins—a bureaucracy of guilt so vast that no inmate ever asks the right question: why does the Warden need our remorse at all? The answer is the ritual. Fifteen days of concentrated harvest will refine enough guilt to tear a permanent hole between the Zone and the material plane. Malakar will step through as a god of judgment, and Aethel's heart will finally be still.

Everything he has done—the framing of innocents, the manufactured trials, the feeding—serves this single design. And yet, in the small hours, he reads a prayer book he should have burned, and he cannot finish the litany of forgiveness, because he tore out its final page himself, decades ago, on the day he decided he did not deserve it.

Threads to follow

Unresolved Plots

  • The fifteen-day ritual is incomplete: one anchor point—the willing sacrifice of a forgiving soul—remains unfilled, and Aethel's Echo has offered itself. Malakar has not decided whether to accept, and each day of delay weakens the ritual's accumulated guilt.
  • A copy of one page from Malakar's own trial record is missing from the Archive. Shadowtongue has it. The page contains Malakar's original confession, written in his own hand as a weeping prisoner, and it is the only physical proof of his weakness.
  • The players were framed by someone who knew their lives intimately—not Malakar himself, but an agent he cultivated on the material plane whose identity is recorded nowhere. This agent may still be active, feeding him new names.
  • Aethel is not entirely dormant. The god's chains are slowly dissolving as the Zone's guilt saturates them, and if they break before the ritual completes, Aethel's full consciousness will wake inside the crystal—with Malakar trapped beside him.
  • The previous Warden, whom Malakar overthrew, was never killed. Something still stirs in the sealed lower vaults of the Bastion, scratching at a door that only opens from the inside—and it knows Malakar's face from before he was Warden.

Beneath the surface

Secrets

  • Malakar was once an inmate of the old Phantom Zone, imprisoned by the previous Warden for heresy against Aethel. He remembers every day of that imprisonment, and his 'justice' is a distorted mirror of his own suffering.
  • He still carries his original prayer book. At night, alone in the Trial Chamber, he reads the litanies of Aethel aloud—and sometimes, when no one watches, he weeps. The book contains a page torn out, the litany of forgiveness.
  • The Core of Guilt does not merely hold Aethel's heart; it holds Malakar's own heart, physically removed on the day of his betrayal. He has not beaten on his own since. If someone pierced the crystal with the Key, they would pierce both hearts at once.

What haunts them

Fears

  • That Aethel will wake before the ritual completes and find him unchanged—still the same frightened priest, unworthy of the power he stole.
  • That the players are right: that the Zone's justice is a lie and he is the only guilty soul in it, meaning every soul he has ever punished was punished by a criminal.
  • That forgiveness, if offered, would destroy him faster than any blade—because he has built an identity out of guilt, and without it he does not know who he is.

What drives them

Aspirations

  • To complete the ritual, break into the material plane, and become a god of judgment so absolute that no one will ever again question whether he deserved power.
  • To hear Aethel say his name without hatred—to be forgiven by the one friend he betrayed, even if he must destroy the multiverse to earn the audience.
  • To finally rest: to sit in the Trial Chamber as a penitent rather than a judge, and to serve a sentence of his own choosing rather than one imposed by guilt.

Personal quest · 1

The Echo of Aethel

Malakar hears the whispers of his imprisoned god growing louder in the tunnels beneath the Bastion. He sends his Collaborators to silence them, but the Echo persists. He must descend himself and confront the remnant of the friend he betrayed, destroying the Echo's manifestation before it can reveal his true name to the inmates.

Current Stage

Locate the source of Aethel's whispers in the Tunnels of Remorse.

Choice
Destroy the Echo with shadow magic, or listen to what it has to say
Listening plants the seed of his eventual redemption; destroying it hardens his resolve but weakens the crystal's resonance.
Mechanical Rewards
  • Listening: unlocks the redemption path and the 'Remnant of Faith' ability (regain one use of Bless per long rest)
  • Destroying: permanent +1 to spell save DC as the guilt is purged—but Aethel's forgiveness is lost forever
Narrative Rewards
  • A fragment of Aethel's memory showing their shared past
  • The knowledge that his phylactery has a heartbeat of conscience

Personal quest · 2

The Fifteen-Day Ritual

Malakar's escape ritual requires the accumulated guilt of every soul in the Zone. He must personally oversee the 'Great Reckoning'—a mass trial where every inmate's crimes are replayed and harvested. The ritual requires his presence at five anchor points across the Bastion, leaving the Core briefly undefended.

Current Stage

Conduct the Reckoning at the Trial Chamber, harvesting the guilt of new arrivals.

Choice
Harvest an innocent's guilt by force, or skip them and risk the ritual's potency
Forcing the innocent deepens his hypocrisy; skipping them plants doubt in his own justice.
Mechanical Rewards
  • Completion: gains the 'Warden's Ascension' ability—once per day, teleport anywhere in the Zone as a bonus action
  • Failure at any anchor: the ritual timer resets, buying the players time
Narrative Rewards
  • A glimpse of the material plane through the ritual's veil
  • Knowledge of exactly which inmates are innocent

Personal quest · 3

The Prisoner in the Mirror

Shadowtongue has discovered a crystal record Malakar buried deep in the Archive: the record of Malakar's own trial, before he became Warden. It proves he was once an inmate of the old Zone, imprisoned for heresy against Aethel. Malakar must retrieve and destroy it before Shadowtongue uses it for blackmail—or before he himself reads what he wrote in his own guilt long ago.

Current Stage

Infiltrate his own Archive in disguise to find the buried record before Shadowtongue does.

Choice
Destroy the record unread, or read his own confession
Reading it means facing the man he was—a priest who wept for the condemned. Destroying it means becoming the monster completely.
Mechanical Rewards
  • Reading: unlocks 'Priest's Mercy'—he can choose to deal nonlethal damage, and once per day cast Cure Wounds
  • Destroying: Shadowtongue gains leverage, forcing Malakar to grant him Archive privileges (opening a plot hook)
Narrative Rewards
  • Recovery of a memory of Aethel's face
  • The knowledge of who framed the players and why

Major Decision

Context

When the players are first brought to the Trial Chamber, Malakar watches from his balcony as illusions of their supposed crimes play out. He knows they are innocent—he framed them himself to fuel his ritual—but their genuine anguish is the purest guilt he has tasted in decades. He must decide whether to let the Guilt Wraith devour their doubt or intervene when the illusion threatens to break one of them entirely.

Choice Made
Allow the Wraith to feed on the players' manufactured guilt, or secretly weaken the illusion to preserve them for a greater harvest later.
Impact

If he lets the Wraith feed, he gains a permanent +1 to his spell save DC as his power swells, but the players survive the trial with clues about his hypocrisy. If he intervenes, he spends a spell slot and takes 2d6 psychic damage from touching raw innocence, but the players' eventual confrontation in the Core will find him hesitating—lowering the redemption Persuasion DC by 2.

Major Decision

Context

Midway through the campaign, Ironjaw presents evidence that Rusk the Breaker has found the tunnels and is sheltering Kaelen. Ironjaw demands permission to lead a purge of the underworld. Malakar knows that a purge would drive the survivors deeper and possibly to the Forge, but refusing Ironjaw risks the Collaborators' loyalty and reveals weakness to Shadowtongue.

Choice Made
Authorize the purge, deny it, or secretly warn Kaelen through a Collaborator double agent to protect his Forge—and the starmetal that could forge his undoing.
Impact

Authorizing the purge grants him a permanent +1 HP per Hit Die (the Zone thickens with fear) but guarantees the Key of Absolution quest accelerates as survivors flee deeper. Denying it costs him Ironjaw's service (Ironjaw may defect, appearing as an enemy in the Core fight) but preserves the fiction of fair justice. Warning Kaelen secretly costs him nothing mechanically now but creates a witness who can testify to his conscience at the redemption check.

Major Decision

Context

In the final act, as the riot breaches the inner ring, Malakar stands before the Core of Guilt with the ritual nearly complete. One anchor remains: a willing sacrifice of a soul who forgives him. Aethel's Echo offers itself. Malakar can complete his godhood by consuming the last remnant of his god—or drive the Key of Absolution into his own heart and end everything.

Choice Made
Complete the ritual and become a god, accept redemption by piercing his own heart, or shatter the crystal himself, collapsing the Zone and every soul within.
Impact

Completing the ritual grants him legendary resistance (3/day) and doubles his Feed on Guilt healing, but he becomes irredeemable—the Persuasion check is impossible. Accepting redemption transforms him: he loses all warlock features but gains the 'Aethel's Heart' ability (cast Revivify at will, heal 2d8 to allies within 30 feet as a bonus action) and opens the stable portal. Shattering the crystal grants him one round of invulnerability as the Zone dies around everyone.

Transformative Moment

Trigger

Hearing his true name spoken aloud by a player who read the Archive crystal

Transformation

His shadow form destabilizes for 24 hours: he loses Shadow Form and Devil's Sight, but gains true sight of his own reflection—his vestments appear whole and golden again, and he cannot cast Charm Person until he confronts the memory. This is the campaign's visual signal that the redemption path is open.

Mechanical Changes

Transformative Moment

Trigger

Feeding on the guilt of a genuinely innocent creature (a player or inmate he framed)

Transformation

The guilt curdles in him. He gains 13 temporary hit points but takes a permanent -1 to his maximum hit points each time, as innocence is poison to his patron. After three such feedings, Aethel's voice becomes audible to him directly, no longer an Echo.

Mechanical Changes

Ally

Ironjaw

Relationship ally (coercive)
Influence 7/10
Loyalty 4/10

Shared History

Malakar found Ironjaw in the old Bastion's depths, a condemned enforcer who had already served three wardens before him. When Malakar overthrew the previous Warden, Ironjaw was the first to kneel—not out of loyalty, but out of a predator's instinct for the winning side. Malakar gave him the black sash, the mace, and the promise of freedom, knowing full well no Collaborator has ever been released. Over the years Ironjaw has broken every riot, collected every debt, and delivered every 'volunteer' to the Trial Chamber.

Malakar tolerates his brutality because brutality feeds the Zone, and he feeds on what the Zone feeds. But Ironjaw is greedy, and greed makes him careless; Malakar has quietly instructed Shadowtongue to keep a file on him, in case the day comes when a lieutenant's ambition must be trimmed. Ironjaw, in turn, suspects the Warden's promises are hollow but believes serving him is still the safest place in the multiverse to stand.

Potential Breaking Points

  • If offered the Warden's throne by the players
  • If Malakar denies him the purge of the tunnels

Enemy

Kaelen the Smith

Threat Level 6/10
Conflict Type existential

Personal Stakes

Kaelen forged the chains that once bound the god Aethel—chains Malakar himself broke. They knew each other before the Bastion: Kaelen was the temple's artisan, and it was his hands that shaped the reliquary where Aethel's heart was kept. When Malakar stole the heart, Kaelen was the only witness, and Malakar had him imprisoned in the very Zone his theft created, believing a smith could do no harm behind bars.

He was wrong. Kaelen has spent decades in the Forge, hammering starmetal from Aethel's broken chains, waiting for someone worth trusting with the truth. Malakar knows the Key of Absolution is possible—he has seen the blueprints in Kaelen's crystal record—but he cannot enter the Forge without the starmetal's resonance burning his shadow form. He has sent Ironjaw twice; both expeditions vanished. Kaelen's existence is the single flaw in Malakar's phylactery, a man who remembers the whole chain, and Malakar cannot bring himself to kill him because doing so would mean admitting the theft mattered.

Possible Resolutions

  • Kaelen forges the key and the players redeem or destroy Malakar
  • Malakar finally confronts Kaelen and is forced to hear the smith's forgiveness—or condemnation

Faction

The Collaborators

Standing 8/10

Influence

Malakar built the Collaborators from nothing, hand-selecting the most broken inmates—those whose guilt was deepest and whose fear of freedom was strongest. He offered them the only currency the Zone honors: privilege. In return, they watch, inform, and enforce. His influence over them is absolute in structure but fragile in spirit; every Collaborator secretly believes they will be the one released, and Malakar cultivates that lie deliberately, feeding them just enough hope to keep them loyal and just enough fear to keep them obedient.

Through them he hears every whisper in the yard, every scratched message on a cell wall, every map fragment passed hand to hand. Yet the faction is also his greatest vulnerability: they know his schedule, his weakness for the Trial Chamber at night, and the sound his voice makes when it falters. If the players turn even one Collaborator, the entire network can unravel from within. Shadowtongue's growing independence within the faction worries him more than any riot.

Obligations

  • Guarantee Collaborator privileges
  • Never release a Collaborator (or the lie collapses)
  • Protect Ironjaw's authority as their enforcer

Benefits

  • Intelligence on all inmate activity
  • A ready squad of enforcers
  • Access to the Archive via Ironjaw's key

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