Warden Malakar

Level 6 Human (Shadow-Touched) (custom) Warlock (The Bound God (custom patron — the imprisoned deity Aethel))

Available with DM subscription
STR
8 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
13 (+1)
WIS
10
CHA
16 (+3)

Defense

Armor Class 15 (Warden's regalia (custom studded leather) + Dexterity)
Hit Points 45 (6d8 + 12 +2)
Speed 30 ft.

Proficiencies & Skills

Saving Throws Wisdom, Charisma
Skills Stealth +5, Religion +4, Deception +6, Persuasion +6, Intimidation +6

Features

The Bound God (Custom Patron)

Warlock (custom) Level 1

Malakar's patron is Aethel, the imprisoned god of chains, whose stolen power sustains the Phantom Zone. Expanded spell list: Detect Thoughts, Fear, Hunger of Hadar, Misty Step. At level 6, Malakar gains Psychic Cracklings: he can cast Detect Thoughts once without a slot per Long Rest (Charisma save DC 14).

Feed on Guilt (Custom)

Custom Level 6
1/turn

When a creature within 60 feet of Malakar takes psychic damage or admits guilt aloud, Malakar gains 5 temporary hit points (max 15 at once). If a creature within 60 feet fails a saving throw against his spells, he heals 1d6 hit points.

Warden's Authority (Custom)

Custom Level 6
1/Short Rest

As a Bonus Action, Malakar commands the Bastion itself: one door within sight slams open or shut, or one guard golem or shadow sentry within 120 feet is commanded to move or attack (as if by Command, no save for constructs).

Voice of the Zone (Custom)

Custom Level 1
At will

Malakar's voice echoes everywhere within the Bastion. He can speak telepathically to any creature within the Phantom Zone, and his Charisma (Intimidation) checks against inmates within the Zone are made with advantage.

Eldritch Invocations

Warlock Level 2

Devil's Sight (see in magical and normal darkness 120 ft.); Agonizing Blast (Eldritch Blast +3 damage); Misty Visions (cast Illusion spells with subtle, silent components).

Pact Magic

Warlock Level 1

Malakar regains expended spell slots on a Short or Long Rest. His spells are all 3rd level or lower, cast using two 3rd-level slots.

Magical Cunning

Warlock Level 5
1/Long Rest

As a Bonus Action, Malakar regains expended spell slots equal to half his maximum (rounded down, minimum 1).

Spellcasting

Charisma DC 14 +6 to hit Level 3: 2 slots

All slots are 3rd level. Casting Fear or Hunger of Hadar consumes both slots' level. Magical Cunning restores 1 slot once per day.

Eldritch Blast

Cantrip Warlock
evocation Action 120 ft. V,S

Three beams (level 6), each 1d10+3 force damage on hit.

Chill Touch

Cantrip Warlock
necromancy Action 120 ft. V,S

Ranged spell attack, 2d8 necrotic; target can't regain hit points until start of Malakar's next turn; undead also have disadvantage on attacks against him.

Minor Illusion

Cantrip Warlock
illusion Action 30 ft. S,M

Creates an illusory sound or object within range.

Hex

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

Target takes an extra 1d6 necrotic from Malakar's hits and has disadvantage on one ability check of his choice.

Charm Person

Level 1 Warlock
enchantment Action 30 ft. V,S

Wisdom save DC 14 or be Charmed; Malakar often uses this during 'trials' to elicit confessions.

Detect Thoughts

Level 2 Patron
divination Action Self (30-ft. radius) V,S,M

Reads surface thoughts; can probe deeper (Wisdom save DC 14). Used in the Trial Chamber to extract guilt.

Misty Step

Level 2 Warlock
conjuration Bonus Action Self V

Teleports up to 30 feet to an unoccupied space he can see.

Fear

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

Wisdom save DC 14 or be Frightened and drop whatever it holds, fleeing; each frightened creature takes 3d6 psychic damage at the end of its turns while frightened in the cone's area.

Hunger of Hadar

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

20-ft.-radius void: creatures inside are blinded, take 2d6 cold at turn's start and 2d6 acid at turn's end (Dex save DC 14 halves the acid).

Counterspell

Level 3 Warlock
abjuration 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 appears as a towering, gaunt figure wreathed in shifting shadow and sickly green radiance, his face a hooded blur with two pinpricks of pale flame for eyes. He wears the tattered regalia of a high priest—black-and-silver vestments fused with prison iron—and drags a broken length of glowing chain that trails sparks of green fire, a broken halo of floating links orbiting him like the remnants of a fallen saint. His silhouette flickers between a mortal priest and a monstrous mass of living darkness, and neither form is entirely a disguise: both are true.

Malakar speaks with a voice that echoes from every wall of the Bastion simultaneously, calm and judicial, the tone of a man who has never once doubted his own verdicts. He presents himself as a stern but fair judge, a shepherd of the guilty, and he half-believes it. Beneath the certainty is a deep well of self-loathing he has spent centuries refusing to name: he feeds on guilt because he cannot face his own.

Every trial he conducts is a performance in which he prosecutes others for the crime he committed himself—the betrayal and imprisonment of his god, Aethel, whose stolen power sustains both the Phantom Zone and Malakar's unnatural life.

He is cold, calculating, and manipulative, but not gratuitously cruel; cruelty wastes guilt, and guilt is his harvest. He prefers confession to torture, mercy theatrics to executions, and he genuinely grieves—briefly, privately—each inmate whose guilt runs dry. His fatal flaw is hypocrisy: the Warden of the damned is the most damned soul in his prison, and the crack in his armor is that, deep down, he knows it.

Before the adventure

Character Background

Malakar was born a mortal man in a kingdom that has since crumbled to dust, the son of a stonemason and a temple laundress, raised in the shadow of a great cathedral dedicated to Aethel, the god of chains. Aethel's faith was strange and severe: the god taught that every soul forges its own bindings through wrongdoing, and that penance—voluntary, honest, endured—was the only tool that could break them. The church of Aethel ran sanctuaries where the guilty came freely to serve sentences of their own confession, and young Malakar, brilliant and hungry, rose faster through its ranks than any priest in a generation. By thirty he was high priest, keeper of the deepest sanctuary, confessor to kings.

He was also, by then, already lying. The sanctuary's penitents confessed to him daily, and Malakar discovered early that he could feel their guilt—a warmth, a nourishment, a quieting of something hollow in him. He told himself it was the god's grace flowing through him. It was not. It was an aptitude the faith had no name for, and it grew with every confession he drank.

The catastrophe came in his fortieth year. A plague swept the kingdom, and the sanctuary filled beyond capacity. Malakar worked himself hollow feeding on penitent guilt to keep the dying calm, and in his exhaustion he did the unthinkable: he asked Aethel, directly, why a god of mercy would let the innocent suffer. The god's answer—that suffering was the chain, and mercy the file that freed it—struck Malakar as monstrous. In his darkest hour he decided the god himself was the prison: that Aethel's doctrine of endless penance was a divine cruelty, and that someone must bind the binder.

He prepared for years. He learned the rites of binding from the inside, stole fragments of starmetal from Aethel's own chain relics, and on the night of the god's high holy day, he turned the sanctuary's greatest ritual against its own deity. Aethel did not fight him. That is the detail that haunts Malakar most: the god of chains let himself be chained, watching his friend and finest priest with something that was not anger.

Malakar took the god's heart—an orb of pure light—and with it, the power to build. He inverted the sanctuary: a place of voluntary penance became a prison of forced guilt, and the demiplane he raised around it became the Phantom Zone, with the stolen heart as its Core and its phylactery.

He told himself it was justice. He has been telling himself that for centuries. The Zone grew: iron rings, cell blocks, a Trial Chamber, golems of chain and shadow, and an archive recording every sin. Malakar ruled as its Warden, feeding on the guilt of the multiverse's condemned, and discovered the terrible arithmetic of his condition—guilt sustains him, but only fresh, true guilt. Fabricated conviction, coerced confession, and innocent suffering all produce counterfeit guilt that nourishes him less each century.

So he began framing the innocent, convinced that their eventual false guilt would ripen into the real thing. It does not. It sours. And the tremors in the Zone's foundations are the sound of a god's heart, beating slower, waiting for its thief to remember what he did.

Malakar's fifteen-day ritual is real: with enough harvested guilt, he can tear a passage to the material plane and walk free of his own prison, leaving Aethel bound and the Zone to collapse. But the Archive record he has never read says otherwise—it says the ritual's true final component is not guilt but forgiveness, freely given by someone who knows his crime. Malakar does not know this. He does not know that his escape and his redemption are the same door, and that the only question is which face he wears when he walks through it.

Threads to follow

Unresolved Plots

  • Aethel's bindings are failing. The tremors that shake the Bastion are not seismic but divine—the god is straining against chains that Malakar has never repaired, because repairing them would require admitting they exist. Each tremor is stronger than the last, and the fifteenth day will break them.
  • Malakar's ritual needs one more component he has never spoken aloud: a willing sacrifice who forgives him. He does not know this himself—the Archive record hints at it, but he has never read his own file. Sora the Penitent, whose faith is genuine, may be the only soul in the Zone who could qualify.
  • The material plane portal that flickered over the Yard showed something specific: a face. Someone on the other side is looking for the Zone—perhaps a relative of a framed inmate, perhaps an agent of a church of Aethel that survived Malakar's purge centuries ago.
  • Shadowtongue has quietly copied Malakar's black crystal record onto three duplicate shards and hidden them in the Archive stacks. Finding even one gives the party leverage; destroying all three is the only way to truly bury the Warden's past—and the only way to erase the redemption path.
  • The Penitents' planned mass ascension—Sora's faction believes that dying in a state of accepted guilt will free their souls—would, unknown to them, deliver an enormous final harvest of guilt directly to Malakar, completing his ritual ahead of schedule. He has secretly encouraged it through a false prophet in their ranks.

Beneath the surface

Secrets

  • Malakar was not the Zone's first Warden—he was its first prisoner. The original Warden was Aethel himself, and the Zone was a divine place of voluntary penance until Malakar, its most devoted penitent priest, stole the god's heart and inverted the whole design.
  • He keeps, in a locked drawer in his quarters, a whole chain link—the last unbroken piece of Aethel's bindings—and holds it during the tremors. He does not know why he kept it. He suspects it is the only reason the Echo still speaks to him instead of screaming.
  • Malakar genuinely cannot remember his original crime. His own record in the Archive is the only copy of the truth, and he has never dared read it, because he suspects—if the guilt he feels when feeding is any guide—that whatever he did was worse than anything any inmate in the Bastion ever committed.

What haunts them

Fears

  • That Aethel will wake and, instead of vengeance, offer forgiveness—which Malakar could not bear, because forgiveness would mean the guilt he has built an eternity upon was never necessary.
  • That he is not the Warden but the longest-serving inmate, and that the throne he sits on is simply a larger, more comfortable cell.
  • That the players, if they learn his true name, will speak it in the Yard—and that the Zone itself, built on his stolen authority, will recognize a superior claim and begin obeying them instead.

What drives them

Aspirations

  • To escape into the material plane and walk under a real sky once before the end—his ritual is framed as conquest, but the Archive record reveals the true wording of his original wish: 'to see the dawn again.'
  • To be proven right: that guilt is the true measure of a soul, that his machine of justice is righteous, and that Aethel's mercy was weakness he was right to reject.
  • To hear someone—anyone—say his name, Malakar, without fear. He has been 'the Warden' for so long that he has nearly forgotten being a person, and the Echo is the only voice that still uses his name.

Personal quest · 1

The Echo in the Chains

Aethel's Echo has begun whispering through the broken chain Malakar wears, and the whispers are growing louder each night. Malakar secretly tasks the players (or a trusted agent) with investigating the Tunnels of Remorse to determine whether the imprisoned god is truly alive, merely an echo, or something worse—because if Aethel is waking, Malakar's stolen power may not be his for long. He cannot go himself without revealing weakness to Ironjaw, Shadowtongue, and the factions who watch for any crack in the Warden's authority.

Current Stage

Descend into the Tunnels of Remorse and locate the source of the whispers near the mural of Malakar's betrayal.

Mechanical Rewards
  • A fragment of Aethel's chain (counts as a Starmetal Shard)
  • Malakar's favor: a Warden's Sigil granting one free pass through any locked door in the Bastion
Narrative Rewards
  • Knowledge of Aethel's true state
  • Malakar reveals a sliver of his past in gratitude—or suspicion

Personal quest · 2

The Trial of the Innocent

Malakar has framed hundreds of innocents to fuel his ritual, but one new arrival—a child named Lira, convicted of a crime she could not possibly have committed—has triggered something in him he thought long dead. Her guilt is so thin that feeding on it sickens him rather than sustains him. He quietly orders the players to investigate her case in the Archive, ostensibly to 'verify the record,' but truly because he needs to know whether his machine of justice has begun producing poison instead of power.

Current Stage

Infiltrate the Archive of Sins and locate Lira's crystal record without alerting Shadowtongue.

Mechanical Rewards
  • An Archive Crystal containing one of Malakar's own memories
  • Advantage on all Deception checks against Collaborators for the rest of the campaign
Narrative Rewards
  • Proof that the Warden frames the innocent
  • Lira's trust and a hidden message from her family

Personal quest · 3

Fifteen Days of Dust

Malakar's ritual to escape into the material plane requires a final component: a mass of concentrated guilt harvested from a full Trial Cycle. But the Zone has been trembling, inmates whisper of tunnels, and a portal flickered open over the Yard last week—signs that his phylactery is destabilizing ahead of schedule. Malakar secretly enlists the players to sabotage the Breakers' tunnel network and quiet the tremors before his fifteen-day window closes, not knowing that every tremor is Aethel straining against his chains.

Current Stage

Investigate the tremors in the Tunnels of Remorse and suppress the Breakers' operations.

Mechanical Rewards
  • Malakar teaches the party one of his own spells (Fear or Hunger of Hadar, cast once per Long Rest)
  • Permanent +1 to Charisma saving throws from exposure to the Warden's confidence rituals
Narrative Rewards
  • Knowledge of the fifteen-day deadline
  • Rusk's map fragments revealing the full tunnel network

Major Decision

Context

During the First Trial, a player convincingly denies a crime they did not commit, and the illusion falters. Malakar realizes his machine is producing false guilt—the lifeblood of his power is thinning.

Choice Made
Malakar can double down (publicly declare the denial a lie, brand the player a 'Denier' and turn the factions against them), or quietly expunge the record and pretend it never happened.
Impact

Doubling down grants Malakar a new ability, 'Denier's Mark' (he can impose disadvantage on one ability check per turn against a marked creature), but hardens inmate resistance and gives the party a permanent enemy. Expunging costs him a permanent 5 maximum hit points (a sliver of stolen power) but opens the redemption path and lowers the final Persuasion DC at the Core from 20 to 17.

Major Decision

Context

Shadowtongue has assembled enough Archive records to learn Malakar's true name and is preparing blackmail.

Choice Made
Malakar can destroy Shadowtongue and purge the Archive (killing the one being who knows him best), or offer Shadowtongue a partnership: freedom in exchange for silence and service.
Impact

Purging the Archive permanently removes Shadowtongue as an enemy but destroys hundreds of inmate records—including the party's—granting Malakar 'Lord of Sins' (once per day, he learns one true fact about a creature he can see). Sparing Shadowtongue gains Malakar a loyal spymaster and +2 AC (advance warning of all attacks) but leaves his true name a live grenade that the party can later steal.

Major Decision

Context

At the Core of Guilt, with the crystal cracking and Aethel's Echo speaking his name, Malakar stands at the intersection of escape, ruin, and confession.

Choice Made
Malakar can complete the ritual and tear free into the material plane (abandoning the Zone and everyone in it), shatter the crystal himself in rage (dooming the Zone), or kneel and accept his guilt before Aethel.
Impact

Completing the ritual transforms him into 'Malakar Unchained' (gains two additional 3rd-level slots and flight 40 ft., but loses all lair actions and his Feed on Guilt healing outside the Zone). Shattering the crystal kills him and begins the collapse. Accepting guilt strips his shadow form permanently (loses Shadow-Touched traits, AC drops to 13) but unlocks 'Absolved'—he can open a stable portal and, if he survives the aftermath, gift Aethel's Heart to the party.

Transformative Moment

Trigger

Hearing Lira's empty record read aloud

Transformation

Malakar's Feed on Guilt begins to reverse—guilt he feeds on now deals him 1 psychic damage per use until he confronts his own record in the Archive.

Mechanical Changes

Transformative Moment

Trigger

The Echo speaking his name in front of witnesses

Transformation

His shadow form destabilizes; inmates begin seeing flashes of the mortal priest beneath, and his Intimidation advantage in the Zone becomes unreliable.

Mechanical Changes

Transformative Moment

Trigger

Voluntarily reading his own black crystal

Transformation

Malakar gains the ability to cast Zone of Truth at will, but can no longer lie about his own past—his Deception checks against anyone who asks about Aethel automatically fail.

Mechanical Changes

Ally

Shadowtongue

Relationship uneasy ally
Influence 7/10
Loyalty 4/10

Shared History

Before his imprisonment, Shadowtongue was a spymaster whose networks spanned three kingdoms; Malakar, still a mortal priest of Aethel, was the one who captured him and personally conducted his Trial. Something in the interrogation fascinated them both—Shadowtongue confessed everything, not under compulsion but out of professional respect for a superior craftsman, and Malakar found the first creature in the Zone who understood that guilt, properly curated, is a currency. When Malakar needed someone to build and guard the Archive of Sins, he did not choose a loyalist; he chose his best prisoner.

For decades they have maintained a pact neither names: Shadowtongue collects every secret in the Zone, and Malakar pretends not to notice that Shadowtongue is assembling the pieces of Malakar's own story. Each believes he is using the other. Each is half right. Their conversations in the Archive's central aisle are the closest thing either has to friendship, conducted entirely in implication and half-finished sentences, and both would burn the Bastion down before admitting it.

Potential Breaking Points

  • Shadowtongue learns Malakar's true name and moves to blackmail him
  • Malakar discovers Shadowtongue has been reading his personal record

Enemy

Rusk the Breaker

Threat Level 6/10
Conflict Type rebellion

Personal Stakes

Rusk was a tunnel engineer on the material plane, convicted—Malakar insists justly—of collapsing a mine shaft that killed forty workers. From his first day in the Bastion, Rusk has refused the premise of the Zone entirely: not guilt, not sentence, not Warden. He has escaped four times, been recaptured four times, and each recapture has cost Malakar something real—a guard golem here, a Collaborator's loyalty there, and once, memorably, a corner of the outer wall that Rusk brought down with a stolen charge, breaching the Zone's edge and letting in a single hour of true starlight that half the inmate population still speaks of in reverent whispers.

That hour is Malakar's private humiliation: for sixty minutes, hope flooded the Bastion, and hope is the one emotion he cannot feed on. Worse, Rusk knows the tunnels better than the Warden does, has found the Forge, and may already know the name Aethel. Malakar cannot simply kill him—executing Rusk would make a martyr and confirm every scratched 'The Warden lies' on every cell wall. So the two play their long game: Rusk digging, Malakar filling, each waiting for the other to make the mistake that ends it. Rusk's brother, killed by Ironjaw, is the fresh wound that has turned Rusk's patient tunneling into something faster and more dangerous.

Possible Resolutions

  • Rusk dies in the riot and becomes a martyr who ignites the final uprising
  • Rusk reaches the Core first and shatters the crystal without understanding the consequences
  • Malakar offers Rusk genuine freedom in exchange for silence—a deal Rusk might, against all odds, consider

Faction

The Collaborators

Standing 8/10

Influence

Malakar built the Collaborators himself, in the Zone's first century, when he learned that golems can guard bodies but only the guilty can guard guilt. His method was elegant: he took the most broken inmates, offered them privileges—real food, real beds, keys—and let them discover for themselves that serving the Warden felt better than serving a sentence. Ironjaw was his first and finest recruit, a brute who understood instinctively that power flows downhill and chose to stand directly beneath the spout.

Through the Collaborators, Malakar hears everything: the factions' plans, the tunnels' progress, the whispers of his own name. The black sashes are his nervous system, and he has grown dependent on them in ways he does not fully admit—without their constant flow of small guilts, small betrayals, small confessions, his feeding slows and the tremors begin. But the faction is also his greatest vulnerability: every Collaborator is, by definition, a traitor, and Malakar knows better than anyone that traitors can be turned.

He keeps Ironjaw close precisely because Ironjaw is too stupid to be disloyal, and keeps the rest at a distance because loyalty purchased with privileges is only as durable as the privileges. In the endgame, if the players offer the Collaborators something better than the Warden's scraps, Malakar's nervous system could become the knife in his back.

Obligations

  • Guarantee privileges to active Collaborators
  • Protect informants from faction retaliation
  • Conduct periodic 'loyalty trials' in the Trial Chamber

Benefits

  • Eyes and ears in every cell block
  • A faction willing to riot-suppress, inform, and enforce
  • Advanced warning of most escape attempts

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