Maligor
#1
Source: Villains’ Lorebook (AD&D), circa 1362 DR
Note from The Thayan: Since this sourcebook is 2nd edition (AD&D), stats are not in 3rd edition format


Human male 20th-level transmuter
Armor Class: -4
Move: 12
Hit Points: 42
THAC0: 14
NO. of Attacks: 1
Alignment: Neutral evil
Str 10, Dex 13, Con 16, Int 18, Wis 16, Cha 14

Equipment: Maligor had access to almost any form of mundane equipment. He also kept over 800 slaves which were, to him, little more than “equipment.”
Magical Items: Bracers of defense AC 0, cloak of protection +4, robe of the archmagi, staff of the magi, ring of flying, flying carpet, crystal ball.
Combat/Tactics: Maligor is a schemer and a plotter, preferring to remain unseen and have others accomplish deeds for him. When forced into battle he’ll use his items before calling upon his own spells. He’s also very likely to have powerful NPCs or creatures hidden or nearby to deal with interlopers such as the PCs. Maligor is too cautious to expose himself to danger needlessly.
Allies/Companions: An army of more than 300 human mercenaries and 1,200 well-trained gnolls. He also created an unnumbered horde of darkenbeasts. Finally, his lieutenant, Asp, was a cunning, power-hungry spirit naga. See the Monstrous Manual tome for details on Maligor’s unusual aide.
Foes/Enemies: Szass Tam, Zulkir of Necromancy, the Harpers Galvin, Brenna Graycloak, and Wynter the centaur.
Appearance: Maligor is small, only 5’6” tall, pale, and thin to the point of frailness. He’s normally clean-shaven, including his head. Atop his skull is a tattoo paying homage to Myrkul. While he appears to be 60 to 70 years old, he’s actually over 200, using potions of longevity to extend his lifespan. His hair and beard grow rapidly whenever he ingests one of these potions.
Personality: Maligor is bold, cruel, and sadistic. He enjoys the terror and tortures he inflicts on his slaves and all those weaker than he. Like all Red Wizards, he’s constantly plotting the downfall of another wizard while looking over his shoulder to assure himself that no other Red Wizard is looking to remove him.
Locales Frequented: Only momentous plans or the direst of emergencies could convince Maligor to abandon his tower (and power base) west and north of Amruthar.
History: Maligor’s early life is unrecorded, but he garnered much notice in 1362 DR for his bold attempt to wrest control of Thay from the Council of Zulkirs. His scheme entailed using his gnoll forces in a diversionary raid on another, minor Red Wizard.
Meanwhile, he would strike at his true target, the nation’s gold mines, with an army of magically transformed darkenbeasts under his total control. His plan might have worked was it not for the intervention of three Harper agents and the lich/zulkir, Szass Tam. This unlikely alliance brought down Maligor’s plan and the Zulkir himself in the depths of the very mines he’d hoped to conquer.
Motivations/Goals: As is common with Red Wizards, especially zulkirs, Maligor sought a means to make himself the most powerful Red Wizard of all. Chief among his rivals for this post was the Zulkir of Necromancy, Szass Tam. Maligor’s last known scheme involved seizing control of the nation’s gold mines.
Campaign Uses: If Maligor survived the mine collapse (archmages are noted for being difficult to kill), his power in Thay is gone. It would have behooved him to let his enemies think him dead, then seek to leave Thay as quietly and as quickly as possible. PCs could encounter him, likely in disguise or going by a new name, in some isolated region of Thay or in the surrounding area. Once assured of his own safety, Maligor would likely seek out the Harpers who brought him to ruin; or, failing that, any Harpers or their supporters he could get his evil hands on. Maligor could devote himself to become a long-term foil for Harper plans all across the East.
Sources: Red Magic.
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