Malakar, The Whisper in Shadows
Malakar, the Whisperer in Shadows
Background: Malakar was once a powerful archdemon who ruled over a vast domain in the Abyss. His reign was marked by terror and suffering, as he thrived on the anguish and despair of mortals. Ages ago, a coalition of powerful heroes and celestial beings managed to banish Malakar to a prison dimension, where he has been plotting his revenge ever since.
Motivation: Malakar's ultimate goal is to break free from his prison and return to the material plane, where he can resume his reign of terror. To achieve this, he needs to weaken the barriers between dimensions and sow chaos among the world's defenders. The fake prophecy was a key part of his plan, designed to mislead Seraphis and create the conditions necessary for his return.
Malakar's Characteristics and Abilities
Appearance: Malakar appears as a towering figure shrouded in dark, shifting shadows. His eyes glow with a malevolent red light, and his presence radiates an aura of fear and despair. He has long, jagged horns and wings that spread like a dark, oppressive cloud.
Abilities:
- Dark Influence: Malakar can corrupt the minds of others, bending them to his will and turning them into his unwitting pawns.
- Shadow Manipulation: He can control shadows, using them to cloak his movements, create illusions, and attack his enemies.
- Dimensional Rift: Malakar can tear open rifts between dimensions, allowing him and his minions to move freely between planes.
- Aura of Despair: His mere presence induces fear and hopelessness in those around him, weakening their resolve.
- Necromancy and Summoning: Malakar can raise the dead and summon demonic creatures to fight for him.
Malakar, the Whisperer in Shadows
Ancient Origins
Malakar was not always the fearsome demon lord he is known as today. Eons ago, he was an ambitious archmage in a distant, ancient civilization renowned for its magical prowess. Obsessed with power and immortality, Malakar delved into forbidden magics, seeking to transcend his mortal form. His quest led him to the darkest corners of the multiverse, where he made a pact with an ancient, malevolent entity from the Abyss.
Fall from Grace
This entity, known as the Shadow King, granted Malakar immense power in exchange for his soul. Transformed into a demon, Malakar's newfound power came at a terrible cost: he was consumed by a thirst for domination and chaos. Driven by his insatiable hunger for power, Malakar betrayed his people, leading legions of demons in a cataclysmic war that decimated his homeland.
Rise to Demon Lord
Malakar’s rise through the ranks of the Abyss was swift and brutal. His cunning, ruthlessness, and mastery of shadow magic earned him the title of the Whisperer in Shadows. He thrived on manipulating mortals and lesser demons alike, orchestrating schemes that sowed discord and suffering across multiple planes of existence.
The Great Banishment
Malakar's reign of terror drew the attention of powerful celestial beings and mortal heroes. In a monumental battle, they managed to banish Malakar to a prison dimension, a dark and desolate plane where he could no longer wreak havoc on the material world. This prison was designed to be inescapable, a place where Malakar would spend eternity plotting his revenge.
The Deceptive Prophecy
From his prison, Malakar’s influence extended across the planes, seeping into the minds of mortals. He crafted the false prophecy that Seraphis would eventually discover, a masterful work of deception designed to manipulate the young sorcerer into inadvertently aiding Malakar's escape. By convincing Seraphis that the world faced an impending apocalypse, Malakar set in motion a chain of events that would weaken the barriers of his prison.
Manipulating Seraphis
Malakar’s whispers reached Seraphis in his most vulnerable moments, feeding into his fears and insecurities. The false prophecy spoke of a hero who must perform dark rituals to prevent the end of the world, guiding Seraphis down a path of isolation and desperation. Each act of perceived “villainy” by Seraphis served to destabilize the world’s magical defenses, bringing Malakar closer to his freedom.
The Imminent Return
As Seraphis's actions created chaos, Malakar's prison began to weaken. Shadows deepened, and fear spread across the land, heralding Malakar's impending return. The demon lord watched with gleeful anticipation as his plan unfolded, knowing that soon he would once again walk the material plane.
Present Day
Malakar's prison is now on the verge of collapse. The final barrier holding him back is fragile, and with one last push, he will break free. His release will bring untold devastation, as he seeks to exact revenge on those who imprisoned him and to establish his dominion over all realms.

Malakar's Stats (CR 25)
Large Fiend (Demon), Chaotic Evil
Armor Class: 22 (Natural Armor)
Hit Points: 572 (35d10 + 280)
Speed: 40 ft., fly 80 ft.
STR: 26 (+8)
DEX: 18 (+4)
CON: 26 (+8)
INT: 22 (+6)
WIS: 20 (+5)
CHA: 24 (+7)
Saving Throws: STR +15, DEX +11, CON +15, INT +13, WIS +12, CHA +14
Skills: Deception +14, Insight +12, Intimidation +14, Perception +12, Persuasion +14
Damage Resistances: Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Truesight 120 ft., Passive Perception 22
Languages: Abyssal, Common, Telepathy 120 ft.
Challenge: 25 (75,000 XP)
Abilities
Legendary Resistance (3/Day): If Malakar fails a saving throw, he can choose to succeed instead.
Magic Resistance: Malakar has advantage on saving throws against spells and other magical effects.
Magic Weapons: Malakar's weapon attacks are magical.
Regeneration: Malakar regains 30 hit points at the start of his turn if he has at least 1 hit point.
Actions
Multiattack: Malakar makes three attacks: one with his Bite and two with his Claws.
Bite: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage.
Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Shadow Bolt: Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 27 (6d8) necrotic damage.
Despairing Gaze: Malakar targets one creature he can see within 60 feet of him. If the target can see Malakar, it must succeed on a DC 22 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Actions
Malakar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Malakar regains spent legendary actions at the start of his turn.
Attack: Malakar makes one attack with his Bite or Claw.
Move: Malakar moves up to his speed without provoking opportunity attacks.
Shadow Rift (Costs 2 Actions): Malakar creates a rift in the fabric of reality at a point he can see within 60 feet of him. Each creature within 10 feet of the rift must succeed on a DC 22 Dexterity saving throw or take 27 (6d8) necrotic damage and be pulled 10 feet towards the rift.
Summon Demon (Costs 3 Actions): Malakar summons a demon of CR 10 or lower that appears in an unoccupied space within 60 feet of him and acts on his initiative.
Lair Actions
If Malakar is encountered in his lair, he can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Malakar takes a lair action to cause one of the following effects:
- Summon Shadows: Malakar summons 1d4 shadow demons or specters that appear in unoccupied spaces within 30 feet of him and obey his commands until they are destroyed.
- Arcane Surge: Malakar regains a used spell slot of 5th level or lower.
- Darkness Descends: Magical darkness spreads from a point Malakar chooses within 60 feet, filling a 30-foot radius sphere and lasting until initiative count 20 on the next round.
Regional Effects
The region containing Malakar’s lair is warped by his magic, which creates one or more of the following effects:
- Shadowy Mists: Fog lightly obscures the land within 6 miles of the lair.
- Fearful Whispers: Creatures within 1 mile of the lair frequently hear eerie whispers that induce fear and paranoia.
- Nightmares: Beasts within 6 miles of the lair are unnaturally hostile and aggressive.
If Malakar dies, these effects fade over the course of 1d10 days.
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