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:
- Peacebond on Thais (1st level spell slot, somatic)
- 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

Comments