Javascript Tree Menu
Sort By
Role Level Name
Malice Do'Urden Level 21 Soldier (Leader)
Medium Fey Humanoid XP 3,200
Initiative +16 Senses Perception +16
HP 200; Bloodied 100
AC 38; Fortitude 33, Reflex 31, Will 33
Speed 5
m Touch of Death (Standard; daily) ♦ Healing, Necrotic
+30 vs. Reflex; 2d8 + 16 necrotic; If it hits make a secondary attack: +30 vs. Fortitude, the target loses one healing surge and the touch heals Malice a number of hit points equal to the damage dealt by the primary attack.
m Righteous Brand (Standard; at-will)
+31 vs. AC; 2d8 + 20 damage and one ally gets a +12 power bonus to melee attack rolls against the target until the end of Malice's next turn.
m Inspiring Strike (Standard; encounter) ♦ Healing
+31 vs. AC; 4d8 + 20 damage and Malice or an ally within 5 squares regains 25 hit points.
m Clawing Darkness (Standard; encounter) ♦ Radiant
+31 vs. Fortitude; 4d8 + 20 damage and the target is blinded until the end of Malice's next turn.
m Indomitable Spirit (Standard; daily)
+31 vs. AC; 6d8 + 20 damage. Miss: half damage. Effect: Malice and all allies within 5 squares regain hit points as if they had spent a healing surge + 8.
m Serpent Dance Strike (Standard; daily)
+31 vs. AC; Two attacks against one or two creatures; 4d8 + 20 damage per attack. Miss: half damage.
r Darkfire (Minor; encounter)
Ranged 10; +28 vs. Reflex; until the end of Malice's next turn, all attacks have combat advantage and the target cannot benefit from concealment or invisibility.
c Cloud of Darkness (Minor; encounter)
Close Burst 1 cloud of darkness blocks line of sight for all but Malice.
c Hallowed Ground (Standard; daily) ♦ Zone
Close burst 5 creates a zone wherein Malice and all allies gain a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack rolls. It lasts until the end of the encounter.
c Mass Cure Light Wounds (Standard; daily) ♦ Healing
Malice and all allies in the burst heal as if they had spent a healing surge + 8.
c Healing Word (Minor; daily (3)) ♦ Healing
Malice or an ally spends a healing surge and regains an additional 5d6 + 8 hit points.
Channel Divinity (Minor or Standard; encounter)
Mailce gains a +1 to her next attack roll or saving throw as a minor acton, or grants all undead within 10 squares 3d10 + 8 temporary hit points, +1 speed until the end of her next turn, and they may shift 3 as a free action.
Flail Master
Malice crits on a 19 or 20 with her flail.
Alignment Chaotic Evil Languages Common, Dark speech, Drow
Skills Religion +17, Heal +23
Str 34 (+22) Dex 23 (+16) Wis 27 (+18)
Con 25 (+17) Int 14 (+12) Cha 15 (+12)
Equipment Chain armor, scourge, shield
Download the Monster Maker File | Contact the author
Malice is as close to darkness as one can come without being utterly consumed. She lives to gather power, preferably from others. But she can be a valuable ally, at least until she no longer needs you.
Malice is rarely seen without allies nearby, and she uses Consecrated Ground as soon as possible when they are near. After that she uses Righteous Brand to ensure any allies with status effects can apply them to her foes. She saves her healing strikes as long as possible unless the enemy is focusing on a single target at a time.
In my campaign, this Malice Do'Urden is actually another woman in disguise, who travels with the false Warduke, Iggwilv, Grandfather of Assassins, and Iuz. Should the PCs ever meet the true Matron Mother, she will be much higher level and at least Elite. However, for a paragon level campaign, this version and some strong allies with painful status effects such as stunning and domination could could make for an excellent archvillain, or at least a fun fight.