The Aethervale

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npc

Mal Ganis

Mal Ganis
Mal'Ganis (Shadow Aspect)
CR 20
Large fiend (demon), Chaotic Evil
Reveal Stat Block
Armor Class
19 (natural armor)
Hit Points
210 (20d10 + 100)
Speed
40 ft., fly 60 ft.
str
24
+7
dex
16
+3
con
21
+5
int
18
+4
wis
16
+3
cha
20
+5

Saves STR +13, CON +11, WIS +9, CHA +11

Skills DECEPTION +11, INSIGHT +9, PERCEPTION +9

Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities poisoned

Senses Truesight 120 ft., passive Perception 19

Languages Abyssal, Common, Telepathy 120 ft.

Traits

Magic Resistance.Mal'Ganis has advantage on saving throws against spells and other magical effects.
Abyssal Corruption.Any creature that starts its turn within 10 feet of Mal'Ganis must succeed on a DC 19 Wisdom saving throw or be frightened until the end of its next turn.
Legendary Resistance (3/Day).If Mal'Ganis fails a saving throw, he can choose to succeed instead.

Actions

Multiattack.Mal'Ganis makes three attacks: one with his bite and two with his claws.
Bite.Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 10 (3d6) necrotic damage.
Claw.Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) fire damage.
Shadow Volley (Recharge 5-6).Mal'Ganis releases bolts of shadow energy at up to three targets he can see within 120 feet. Each target must make a DC 19 Dexterity saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much on a successful one.

Mal'Ganis

Identity: Abyssal Lord, General of the Demon Hordes (Historical) Location: The Abyss (Currently banished)

Mal'Ganis is a figure of legend and nightmare, the primary antagonist of the Era I "Dawning Age." A powerful demon lord from the Abyss, he led a massive incursion into Aethervale, seeking to consume the world's Aether and plunge it into eternal darkness. His hordes of demons and corrupted beasts nearly brought the world to its knees before he was finally defeated by the Vanguard of Dawn.

While Mal'Ganis was banished back to the Abyss and the world's wards were established to prevent his return, his influence still lingers in the darkest corners of the Mana Wastes. Fragments of his demonic essence, known as "Abyssal Shards," still corrupt the land and the creatures within it. Some cults, including extremist cells of the Obsidian Scale, believe that Mal'Ganis can be summoned again if enough blood and Aether are sacrificed at the site of his original defeat.

Plot Hooks:

  • The Abyssal Shard: The party finds a dark, pulsating crystal that is slowly corrupting a nearby village. They must find a way to safely contain and eventually destroy this fragment of Mal'Ganis before it opens a small portal to the Abyss.
  • The Vanguard's Warning: An ancient mechanical construct from the Age of Ruin is activated, broadcasting a warning that Mal'Ganis's "shadow" is returning. The party must find the three hidden "Vanguard Keys" to reinforce the ancient wards.
  • The Cult of the Pit: A new cult, separate from the Obsidian Scale, is kidnapping people to perform a mass sacrifice intended to summon a minor aspect of Mal'Ganis. The party must infiltrate their subterranean lair and stop the ritual.