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Malek the Malevolent was a notorious halfling rogue and assassin known for his cunning and ruthless nature. He had successfully executed numerous high-profile assassinations, even making attempts on Nibenay's own life. Nibenay wanted Malek imprisoned to eliminate the immediate threat he posed to his reign and to make an example of him to deter other potential assassins and rebels. Nibenay sought to keep Malek captive and under his control, extracting valuable information about his rivals and potential threats while ensuring his own safety and maintaining the fear and obedience of his subjects.

STATS

Malek the Malevolent

Small humanoid, halfling, lawful evil

Armor Class 17 (studded leather)

Hit Points 180 (20d8 + 80)

Speed 25 ft.

STR 10 (+0) DEX 18 (+4) CON 18 (+4) INT 16 (+3) WIS 14 (+2) CHA 16 (+3)

Saving Throws Dex +8, Con +8, Wis +6

Skills Deception +7, Sleight of Hand +8, Stealth +8

Condition Immunities charmed, frightened

Senses passive Perception 12

Languages Common, Halfling, Undercommon

Challenge 12 (8,400 XP)

Lucky. Malek can reroll a 1 on an attack roll, ability check, or saving throw, but must use the new roll.

Halfling Nimbleness. Malek can move through the space of any creature that is of a size larger than him.

Bound by Magical Shackles. Malek is restrained by powerful magical shackles that hinder his movements. His movement is reduced to 0, and he cannot take actions or reactions.

Sneak Attack (1/Turn). Malek deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Malek that isn't incapacitated and Malek doesn't have disadvantage on the attack roll.

Evasion. If Malek is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Actions

Multiattack. Malek makes three shortsword attacks.

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Poisoned Dagger. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 7 (1d4 + 4) piercing damage plus 14 (4d6) poison damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.