Maldred of the Seven Deaths


The Necromancer of the Isle of Wights

Medium-size humanoid (Aldari-Jendi human)
Wizard 18 (Necromancer)
Hit Dice:
18d4+18 (73 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +5 armor), touch 12, flat-footed 15
Base Attack/Grapple: +9/+12
Attack: +13 flail melee (1d8+4, x2)
Full Attack: +13/+8 flail melee (1d8+4, x2)
Special Attacks: Spells
Special Qualities: SR 18 (from robe), spells
Alignment: Lawful evil
Saves: Fort +11 Ref +12 Will +15
Str: 16 Dex: 15 Con: 12 Int: 19 Wis: 11 Cha: 6
Skills: Concentration +21, Craft (pottery) +9, Decipher Script +16, Hide +14, Knowledge (arcana) +22, Knowledge (the undead) +26, Move Silently +10, Ride (horse) +9, Spellcraft +26, Survival +7.
Feats: Brew Potion, Combat Casting, Craft Wand, Eschew Materials, Greater Spell Focus (necromancy), Martial Weapon Proficiency (flail), Maximize Spell, Scribe Scroll, Silent Spell, Spell Focus (necromancy), Stealthy.

Wizard Spells/Day (5/6/6/6/6/5/5/4/4/3; DC=14+ spell level except for Necromancy spells which have a DC=16 + spell level): 0- dancing lights, detect magic, disrupt undead*, read magic, touch of fatigue*; 1st- cause fear*, magic missile, protection from good, ray of enfeeblement*, shield, unseen servant; 2nd- command undead*, darkness, fog cloud, ghoul touch*, mirror image, spectral hand*; 3rd- displacement, halt undead*, lightning bolt, nondetection, stinking cloud, vampiric touch*; 4th- animate dead*, bestow curse, Evard's black tentacles, fear, shout, silent dispel magic; 5th- cloudkill, magic jar*, maximized false life, maximized Melf's acid arrow, symbol of pain*; 6th- create undead*, greater dispel magic, silent teleport, true seeing, undeath to death*; 7th- control undead*, finger of death*, maximized ice storm, spell turning; 8th- create greater undead*, horrid wilting*, silent plane shift, trap the soul; 9th- energy drain*, imprisonment, weird.
*= indicates a spell from the School of Necromancy.

Possessions: Black robe of the archmagi, +1 ghost touch unholy flail, ring of freedom of movement, ring of major cold resistance (20), staff of necromancy (31 charges), scroll of fireball, scroll of summon monster VI, scroll of greater invisibility, scroll of blink, potion of darkvision, potion of fire resistance (10), spellbook.

The necromancer Maldred has a bat familiar named Desmo. The wizard is able to scry on his familiar's location. His also enjoys an empathic link with the bat and can share spells with the creature as well as use it to deliver touch attacks. Desmo is able to speak with its master as well as others of its kind. When Desmo is near his master, Maldred receives the Alertness feat as well as Improved Evasion. Desmo has Spell Resistance of 23.

Physical Description: Maldred is a hateful creature as wicked in appearance as his soul is dark. The necromancer is of Aldari-Jendi descent with graying, black hair and an unkept black beard. His skin is pale and he has a long, thin nose. The wizard always wears his flowing robe as black as midnight and carries a dark staff and wicked flail. His hands are wrinkled and this limbs are thin yet he possesses great strength. He stands 6'1" and weighs 160 pounds. He is 53 years old.

Personality Profile: Maldred is a hateful and spiteful being who dislikes all living things. He suffers from an obsessive disorder resulting from his fascination of death and the undead. The necromancer is cold, cruel and calculating when dealing with others. He is able to manage his anger most of the time but while repressing his emotions, he strikes out with utter contempt using all sorts of foul spells. The wizard often talks to himself, never bathes and smells awful.

Background: Maldred is a powerful wizard specializing in the dark arts of necromancy. He was born on the island of Galorand but had a terrible childhood. His parents were both self-centered and materialistic and despised each other as well as their only son. Maldred was often abused as a child and grew to greatly resent not only his own parents but all of humanity. Once he was old enough, he ran away from his home, such as it was, and fled to the nearby city of Trowbridge. Here he found employment as a potter's apprentice.

Within the city limits, he found nothing but contempt and hatred for the city dwellers and found he only felt at ease when meditating within the eerie graveyard on the outskirts of the city. It was during one of his late night sojourns that he met with another dark creature of the city, a cleric from the Temple of Kharon. The Kharonite priest sensed some untapped power within this lonely figure and agreed to train Maldred in the ways of magic. Maldred had no patience for religion and sought only to learn the arcane manipulations of the dead for the priest was a skilled wizard as well as an unholy cleric. It was in this field of arcana that Maldred greatly excelled.

In time, the young necromancer wished only to learn more than this minor priest could hope to teach him. And so he made his way to the libraries of Castlerock where he could absorb the contents of many ancient scrolls. The necromancer's evil nature could not be contained and he soon turned to graverobbing in order to further his studies. His antisocial behavior and abhorrant practices forced the monks of Castlerock to drive the wizard from their walls. He fled to the nearby Isle of Wights, a perfect location for which to settle and further his power. It was here that he felt his true calling and where he built his great stronghold known as the Temple of the Seven Deaths. It is said that even the more powerful undead horrors of this island fear this menacing mage and give the human a wide berth.

Legends of Hyerune © 2004