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Mark Malthrek

Mark Malthrek is a younger son of Duke Ellington Malthrek and Antoinette Malthrek née Thralmal, and a member of the Malthrek ducal family. During the Vengeful affair, he became important both as one of the Malthrek sons targeted by Reformist and parasitic influence and as a guide through the hidden approaches to Castle Malthrek.

Mark’s later condition was shaped by three overlapping crises: a parasitic infection, a geas or similar magical command connected to a shard-like object, and lycanthropy acquired during the attempt to save him. His usefulness, vulnerability, and fear of losing the power to help against the Reformists became recurring themes in later Malthrek operations.

Mark was the second son of the Malthrek house, younger than Luke Malthrek and older than John Malthrek and Matthew Malthrek. At the time of Luke’s planned wedding to Pallia Travertine, Mark was betrothed to Gwyniviere Rannek but was suspiciously absent from the Travertines.

His absence quickly became alarming. Luke and John both contacted him with , and Mark gave nearly identical answers saying that their father had asked him to handle something and that he would return in a day or so. Tiphanie suspected a mind-altering spell or command, and the party began treating Mark’s absence as part of the same Reformist and aberrant pattern threatening the rest of the family.

Luke’s immediate emergency after the Travertine revelations was the need to save Mark. Using a personal focus provided by Gwyniviere, the party teleported to him and found him wet, muddy, pale, feverish, and abandoned in a ditch after rain. His belongings were gone, and the trail appeared to end at him, suggesting or similar magic rather than ordinary flight.

Mark said that he needed to meet his father. The party withheld sensitive information from him because he might be compromised, and was identified as the likely magic rather than simple . He remembered finding shard-like sea glass near one of the waterfalls near the Travertines, connecting his condition to the broader shard and Elven Boon investigations.

Mark was treated as an immediate parasite or Reformist-control emergency. The group suspected that the enemy was trying to reach him through the parasite, the shard, or a related influence. Jessica’s celestial blood was used as part of a stopgap treatment because Mark was John’s brother, though the party recognized the danger of relying on celestial blood in ways that resembled earlier abuses.

Mark was moved into a secured dungeon or cage, where he underwent a violent transformation. His veins throbbed, fur grew, claws emerged, and his face became wolf-like. He howled and clawed at the bars, but Jessica’s attempt to calm him suggested that he remained more mentally present than a mindless werewolf. The party nevertheless worried that apparent lucidity might itself be shaped by command magic.

Jessica’s celestial blood removed Mark’s parasite, but her blood was also tainted with lycanthropy. As a result, Mark was affected by the curse even as the parasite was cleared. His lycanthropy remained urgent because he had been turned at the new moon, and the first full moon afterward might make him uncontrollable. How Jessica acquired lycanthropy despite celestial blood usually curing the curse remained an unresolved mystery.

When the party later planned the approach to Castle Malthrek, Mark was needed because he knew the mountains, secret entrances, ruins, and hidden castle areas better than John. He anchored the party to a mountain cave near the Malthrek ancestral domain, a place used for solitude, calm, and centering. From there, he identified nearby mountains including Mt Thibris and Mt Sinitar, then led a dangerous but controlled descent toward the concealed approach to the castle.

Mark avoided the main road and brought the party to a hidden entrance near the castle wall. He set pitons and rope, tested the descent, and went first. Inside, he helped navigate older stonework, Kalassarian passages, and the route toward the kitchens and pantry.

Because of his lycanthropy, Mark eventually took the form of a dog for disguise. Emily Hazeldine helped him manage the change, and the form settled into something like a herding dog. In that form he could not speak, but he remained useful to the infiltration. He bumped his nose trying to open a door, later created a distraction by stealing a feather duster, and was covered as Junior, a house-trained dog or pet.

During the Malthrek operations, Mark identified John, Emily, and Antoinette as family. He knew Antoinette was his mother, that Luke was alive, and that Matthew’s status remained uncertain. He also knew enough of his own condition to compare himself unfavorably to John and trained fighters.

Mark resisted removing the lycanthropic curse because he feared losing usefulness against the Reformists. Others insisted that he had sorcerer potential, though he worried that he might be a wild magic sorcerer. This fear of uselessness shaped his choices as much as the curse itself.

Mark Malthrek, Human Form

Medium humanoid (human), Neutral

Armor Class
16
studded leather
Hit Points
52
7d8 + 21
Speed
30 ft.
Challenge
4
1,100 XP
STR
DEX
CON
INT
WIS
CHA
16
MOD+3SAVE+6
18
MOD+4SAVE+4
16
MOD+3SAVE+6
10
MOD+0SAVE+0
14
MOD+2SAVE+2
11
MOD+0SAVE+0
SkillsAthletics +6, Perception +5, Stealth +7, Survival +5
Senses, passive Perception 15
LanguagesCommon, Seneran

Action Surge (1/Short Rest). Once per short or long rest, Mark can take one additional action on his turn. If he uses this to attack, he makes four longbow attacks total that turn instead of two.

Archery Fighting Style. Mark gains a +2 bonus to attack rolls he makes with ranged weapons.

Favored Quarry. The first time on each of his turns that Mark hits a creature with a weapon attack, the target takes an extra 3 (1d6) damage if Mark has tracked, marked, or pursued that creature for at least 1 minute.

Keen Hearing and Smell. Mark has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Recent Lycanthropy. Mark is still learning to contain the curse. When he starts his turn below half his hit point maximum, he must succeed on a DC 13 Wisdom saving throw or use his movement to get closer to the nearest hostile creature he can see or smell.

Actions

Multiattack. Mark makes two Longbow attacks or two Shortsword attacks.

Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

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

Bonus Actions

Second Wind (1/Short Rest). Mark regains 12 (1d10 + 7) hit points.

Hunter's Step. Mark takes the Dash or Hide action.

Reactions

Archer's Brace. When a creature Mark can see enters a space within 30 feet of him, Mark can make one Longbow attack against that creature.

Mark Malthrek, Wolf Form

Medium beast, Neutral

Armor Class
14
natural armor
Hit Points
52
7d8 + 21
Speed
50 ft.
Challenge
3
700 XP
STR
DEX
CON
INT
WIS
CHA
18
MOD+4SAVE+7
16
MOD+3SAVE+3
16
MOD+3SAVE+6
10
MOD+0SAVE+0
14
MOD+2SAVE+2
11
MOD+0SAVE+0
SkillsAthletics +7, Perception +5, Stealth +6, Survival +5
Damage Resistancesbludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Senses, passive Perception 15
Languagesunderstands Common and Seneran but can't speak

Keen Hearing and Smell. Mark has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. Mark has advantage on an attack roll against a creature if at least one of Mark's allies is within 5 feet of the creature and the ally isn't incapacitated.

Reluctant Shapechanger. Mark can use an action to polymorph into a wolf-humanoid hybrid, into a wolf, or back into his human form. His statistics are replaced by the statistics of the new form, but he retains his personality and memories.

Actions

Multiattack. Mark makes two Bite attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked proneProneConditionSource XPHBWhile you have the Prone condition, you experience the following effects. Your only movement options are to Crawling or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can't right yourself. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage.. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werewolf lycanthropy.

Bonus Actions

Bounding Rush. Mark moves up to half his speed without provoking opportunity attacks.

Mark Malthrek, Beast Werewolf Form

Medium humanoid (human, shapechanger), Neutral

Armor Class
15
natural armor
Hit Points
67
9d8 + 27
Speed
40 ft.
Challenge
5
1,800 XP
STR
DEX
CON
INT
WIS
CHA
20
MOD+5SAVE+8
16
MOD+3SAVE+3
16
MOD+3SAVE+6
10
MOD+0SAVE+0
14
MOD+2SAVE+2
11
MOD+0SAVE+0
SkillsAthletics +8, Intimidation +3, Perception +5, Stealth +6, Survival +5
Damage Resistancesbludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Senses, passive Perception 15
LanguagesCommon, Seneran

Action Surge (1/Short Rest). Once per short or long rest, Mark can take one additional action on his turn. If he uses this to attack, he makes two additional attacks as part of that action.

Feral Archery. Mark can still fire a longbow in this form, but his claws make precise shooting difficult. His Longbow attack does not include the Archery fighting style bonus while he is in beast werewolf form.

Keen Hearing and Smell. Mark has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. Mark has advantage on an attack roll against a creature if at least one of Mark's allies is within 5 feet of the creature and the ally isn't incapacitated.

Reluctant Shapechanger. Mark can use an action to polymorph into a wolf-humanoid hybrid, into a wolf, or back into his human form. His statistics are replaced by the statistics of the new form, but he retains his personality and memories.

Actions

Multiattack. Mark makes three attacks: one Bite attack and two Claw attacks, or three Longbow attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werewolf lycanthropy.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Bonus Actions

Second Wind (1/Short Rest). Mark regains 12 (1d10 + 7) hit points.

Feral Lunge. Mark moves up to half his speed toward a creature he can see or smell. If he ends this move within 5 feet of that creature, his next melee attack against it before the end of the turn deals an extra 3 (1d6) slashing damage.

Reactions

Savage Pursuit. When a creature Mark can see within 30 feet of him moves away from him, Mark moves up to half his speed toward that creature.