Malum Artis

A wizard from another world, Malum Artis used the Material Plane as a place to pluck creatures and humanoids to test his experiments on.

Physical Description

General Physical Condition

Malum will be at his workshop, with three imps assisting him (the imps have a few spell scrolls that they can use to make the battle a bit more chaotic). The party will be able to see a stream of magic (the same color as the orb on another level) that is infusing a pendant sitting to his left.

Ask if the players are approaching with weapons drawn.

Before combat starts, he is spending the entire time that he is talking to the party stacking the deck. In order, he will cast:

  1. Peacebond on Thais (1st level spell slot, somatic)
  2. Spell Caster, first on Jacob and then on Micaiah (2nd level, vocal/somatic/material - silver piece)

If the players start inquiring further on Dharma, he was picked up from other continent - Malum doesn't really care, but will cast tongues to speak with the paladin as necessary.

Tactics

Reminder: Whenever you cast a spell, you provoke an attack of opportunity.

Defense

Shield gives the best AC boost (+4), and lasts a minute. Stunning Barrier gives +1 AC and +1 to any saves until it dissipates, which it does when someone hits it successfully (but they're also stunned for a round if they fail the Wisdom save).

Windy Escape is a reaction spell that makes Malum turn into vapor, and negates poison, sneak attacks, and critical hits (and reduces any damage taken by 10). Magical damage gets around this spell.

Cast Warding Weapon as soon as possible - it negates the attack of opportunity for casting spells (but it needs to be cast at higher levels to continue defending after the first round).

Mislead is the best way to slip away without being caught.

Spells

Dispel Magic: Can suppress magic items.

Feast on Fear: Panicked causes a character to drop everything they're holding and flee as fast as they can from the cause of their fear AND have -2 to all saving throws, skill checks, and ability checks. Shaken means they still have the -2, but no longer must run away.

Flare: Can cause someone to take a -1 to attacks and sight-based perception checks if they fail a Constitution check.

Fractions of Heal and Harm: Gain back some healing on the next spell that does damage.

Mass Daze: Anyone with 4 or fewer Hit Dice in a 30 ft radius are unable to take actions.

Lipstitch: Does a bit of damage, but really the purpose of this is to keep the spell casters from using verbal components.

Healing Thief: Takes half of whatever healing the target gets.

Hold Person: Has Dexterity and Strength scores of 0, and melee attacks get +4 bonuses to hit. As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target.

The attacker automatically hits and scores a critical hit. If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.

Can attempt to make a new Wisdom save once per turn.

Mind Fog: -10 Wisdom checks and Saving Throws.

Peacebond: Cast before the start of combat before things REALLY kick off.

Storm of Blades: Comes from the longswords off his workbench. He can create 5 at a time.

Stumble Gap and Create Pit: Use as a small trip up for opponents as they attempt to move around.

Imps

Line in the Sand: Get multiple attacks of opportunity.

Lock Gaze: Keep the players from being able to look at and effectively attack Malum.

Special abilities

Malum can use blood to create components for complex spells (as per the spell blood money).

Mental characteristics

Personal history

Dealing with the Party

Foenix

  • Windy Escape

Jacob

  • Lipstitch
  • Spell Gauge

Micaiah

  • Lipstitch
  • Lesser Spellcrash
  • Touch of Idiocy

Olena

  • Stunning Barrier
  • Unwilling Shield

Thais

  • Healing Thief
  • Peacebond

Date of Death
Jundar 28, 1246
Year of Death
1246 BCE
Circumstances of Death
Slain by the Fate-Steppers
Birthplace
Casmaroon, a plane not of this world
Place of Death
The Tower Between Worlds
Children
Ruled Locations

Malum Artis

Medium humanoid, lawful evil
Armor Class: 15
Hit Points: 84 (13d8 + 26) 13d8+26
Speed: 30 ft

STR

11 +0

DEX

10 +0

CON

17 +3

INT

18 +4

WIS

20 +5

CHA

11 +0

Saving Throws: DEX +4, CON +4, WIS +8
Skills:

Sleight of Hand +3, Stealth +3, Arcana +7, History +7, Investigation +7, Nature +7, Religion +7, Perception +8, Survival +8

Damage Resistances: Nominally lightning damage. See "Resistance" in Special Abilities
Senses:

Passive Perception 18

Proficiency Bonus: +3

Spellcasting. Malum is a 13th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): detect magic, flare, mage hand, resistance

1st level (4 slots): hold portal, peacebond, shield, stunning barrier, stumble gap, windy escape

2nd level (4 slots): create pit, lipstitch, spell gauge, storm of blades, touch of idiocy, warding weapon

3rd level (4 slots): dispel magic, excruciating transformation, fireball, fractions of heal and harm, healing thief, hold person, tongues, twilight knife

4th level (4 slots): ball lightning, enervation, greater false life, mass daze, lesser geas, lesser spellcrash, rainbow pattern, pyrotechnic eruption, sadomasochism, terrible remorse

5th level (3 slots): blood boil, dominate person, feast on fear, feeblemind, hungry pit, mind fog, spell absorption, suffocation

6th level (2 slots): chain lighting, decapitate, disintegrate, greater dispel magic, mislead, spellcrash, unwilling shield

7th level (1 slot): create lesser demiplane, expend, plague storm, spell turning


Bonded Object. The staff that Malum carries is his arcane bonded object, allowing him to once per day to cast any one spell that he has in his spellbook and is capable of casting, even if the spell is not prepared.

If he attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level.

Resistance. As an abjuration wizard, Malum can choose a type of energy damage (fire, cold, lightning, etc.) to become resistant to, once per long rest.

Energy Absorption. Malum has the ability to absorb energy damage, and has a separate track of 39 HP. Any damage he takes of energy damage is applied to this tracker and does not harm him. Once the track is filled, he takes damage from energy attacks normally.

Actions

As with all Pathfinder characters, Malum gets 3 standard actions per turn and 1 reaction per round.

Protective Ward. As a standard action, Malum can create a 10-foot-radius field of protective magic centered on him that lasts for 4 rounds. All allies in this area (including him) receive a +2 to their Armor Class. This can be utilized 7 times per long rest.

Multiattack. Malum makes two attacks.

Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands.


Cover image: Noble's Purse by Jose Parodi
Character Portrait image: Counterlash by Austin Hsu

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