Malrik Veythar — The Crimson Jackal

Malrik Veythar — The Crimson Jackal

Medium fiend (tiefling), Lawful Evil • Blade‑for‑Hire & Enforcer of Azir’Mar • "Steel is the only argument that ends a conversation."

AssassinEnforcerHell‑EscapedCR ~11 (scalable)

The executioner of the trio — ruthless, surgical, and loyal to the few who survived Avernus by his side. Half‑brother and protector to Selvara.

Ability Scores

STR16 (+3)
DEX20 (+5)
CON18 (+4)
INT12 (+1)
WIS14 (+2)
CHA16 (+3)

Core Stats

Armor Class
19 (infernal coat + Dex)
Hit Points
150 (16d10 + 64)
Speed
30 ft.
Proficiency Bonus
+4
Senses
Darkvision 60 ft.
Passive Perception
14

Proficiencies

Saving Throws
Dex +9, Con +8, Wis +6
Skills
Acrobatics +9, Athletics +7, Intimidation +7, Perception +6, Stealth +13, Smith’s Tools +6
Languages
Common, Infernal, Elvish, Undercommon

Lore Description

Malrik is the blade that follows Zeraphiel’s forge and Kaelthas’ laughter. A hell‑scarred tiefling who turned survival into an art, he cuts problems out at their root and leaves no witnesses unless paid to. He drinks from a jeweled goblet taken during the infamous Red Auction and keeps his sister Selvara alive by fear alone: those who exploit her vanish.

  • Personality: Cold, pragmatic, laconic. He values results and loyalty over theatrics.
  • Hellforged Bond: Escaped Avernus with Zeraphiel and Kaelthas; their loyalty was hammered in devilfire.
  • Notorious Deeds: The Silent Tavern; the Red Auction; the night he cut down a dozen devils with a blade forged by his brothers.

Features

  • Infernal Legacy (Tiefling): Thaumaturgy; Hellish Rebuke (2nd‑level); Darkness (1/day).
  • Assassin’s Opener: Malrik has advantage on attack rolls against a creature that hasn’t taken a turn in combat yet; on a surprised target, a hit is a critical.
  • Sneak Attack (1/turn): +6d6 extra damage when he has advantage or an ally is within 5 ft of the target.
  • Cunning Action: Bonus action Dash, Disengage, or Hide each turn.
  • Evasion: On Dex‑save half‑damage effects, take no damage on a success, half on a failure.
  • Uncanny Dodge (Reaction): Halve the damage of one attack that hits him.

Combat Actions

  • Multiattack. Malrik makes three attacks with his Infernal Sabers or two with sabers and one hand crossbow shot.
  • Infernal Saber +2. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1d6 + 7 slashing + 1d6 necrotic. If this attack has advantage or an ally is adjacent to the target, add +6d6 Sneak Attack (1/turn).
  • Hand Crossbow +1. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one target. Hit: 1d6 + 6 piercing + 2d6 poison (DC 16 Con save halves the poison).
  • Mark Prey (Bonus Action, 1/Short Rest). Choose a creature Malrik can see; his first successful weapon hit against that creature within 1 minute deals an extra +2d6 damage and the target can’t take reactions until the start of its next turn.

Legendary Actions (Optional)

If used as a boss, Malrik can take 2 legendary actions per round, choosing from below at the end of another creature’s turn.

  • Shadow Step. Teleport up to 30 ft. to an unoccupied space he can see that is in dim light or darkness.
  • Bloody Flourish. One creature within 5 ft. must succeed on a DC 16 Wis save or be frightened of Malrik until the end of its next turn.
  • Silence the Room (Costs 2 actions). If Malrik reduces a creature to 0 HP this round, all hostile creatures within 20 ft. must succeed on a DC 16 Wis save or be frightened until the end of their next turn.

Roleplaying Notes

  • Few words, sharper looks. He lets silence do the threatening.
  • Protective of Selvara; those who exploit her find their tongues missing by dawn.
  • Respects Zeraphiel’s precision and Kaelthas’ utility; he is the finisher that keeps their legend alive.
  • Prefers clean exits and bodies left where they make the loudest statement.