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This is a character sheet for the Fighting Fantasy gamebooks, namely the individual Big Bads of each book, the source of all troubles who must be defeated. The list itself was so long it has to be divided in three, this one being for the second third of the alphabet, with villains classed by last name. It is under construction and any contributions are welcome!

Given the nature of the gamebooks any vital plot-relevant twists and weaknesses (especially weaknesses) should be kept under spoiler tags.

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Major Villains I to O

Ikiru, The Master of Shadows

https://static.tvtropes.org/pmwiki/pub/images/ikiru_3.jpg

A very powerful Greater Demon (and one of the franchise's SNKBosses) aiming to unleash chaos on Hachiman, the Fantasy Counterpart Culture of Japan. He resides in a gloomy mountain lair called the Pit of Demons, in reference to the Pit. He stole the Dai Katana called Singing Death, which can grant him control over the country if he unlocks its power. As such, the Shogun's Champion is tasked to retrieve the blade and take him down...

  • Antagonist Abilities: He is a huge powerhouse who can make the Final Battle increasingly harder with his level-draining strikes. Without the Infinity +1 Sword, the battle becomes downright nightmarish, each of his strikes being a potential One-Hit Kill. And he is mighty enough to land many hits.
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  • Badass Armfold: He sits on his throne with his arms folded under his jointed sleeves.
  • Badass Longrobe: He covers his entire body, or lack thereof, in a flowing robe, making him look quite sinister.
  • Big Bad: The demon who stole the Infinity +1 Sword to bring about utter chaos and destruction on the continent of Khul, who must be destroyed at all costs.
  • Black Swords Are Better: He certainly thinks so, given the colour of his own.
  • The Blank: He has litteraly no face under that hood of his, for additional creepy points.
  • Casting a Shadow: His main power is to create and control shadows and darkness, including shadowy beings.
  • Charm Person: If he succeeds in tempting you, offering We Can Rule Together, you fall under his complete control, and he orders you to off yourself.
  • The Corrupter: He can corrupt people into his slaves, by appealing to their greed and magically influencing them. And he tries this with you through a shadowy Evil Knockoff of yourself.
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  • Dark Is Evil: Very much so.
  • Evil Overlord: A vastly powerful Greater Demon who rules a Mordoresque land and threatens the land with legions of evil Mooks. Yeah, he fits the bill.
  • Evil Laugh: He mocks you with a creepy jeer, sounding like the swishing of dead leaves.
  • Evil Sounds Raspy: His voice is low and hissing, like a rattling noise.
  • Evil Weapon: He wields a demon-forged, black, long sabre ornate with glowing red runes, that channels his power to conjure waves of darkness. At best they Level Drain you, at worst they straight-out One-Hit Kill you.
  • Final Boss: He has skill 12 stamina 12, making him a considerably powerful foe. If you fight him without Singing Death, you must win a test of luck whenever he strikes you, or get killed in one blow. With Singing Death, you must win a test of stamina whenever he strikes you or lose -1 skill and -1 luck of additional damage. On the plus side, Singing Death will One-Hit Kill him if you win a test of luck after striking him.
  • Ghostly Glide: He moves by gliding on the ground.
  • Hand-Hiding Sleeves: His long sleeves hide his hands, which combined with his face-covering hood gives a creepy, sneaky look.
  • Holy Burns Evil: If you wield the Infinity +1 Sword, you gain a considerable bonus of +2 skill +2 luck and +4 stamina. And with a high enough honour score, you cut through his shadowy spawns like a walk in the garden.
    • Holy Hand Grenade: With Singing Death, you can destroy him in one blow by striking him and winning a test of luck.
  • In the Hood: His hood is always on, masking his lack of face.
  • Katanas Are Just Better: His sabre is never called as such, but a long sabre in a fictionnal Medieval Japan setting could hardly be anything else.
  • Lean and Mean: He is deathly thin, and rotten to the core.
  • Level Drain: Both his black lightning and his black sabre can decrease your skill and luck scores, making him considerably dangerous.
  • Living Shadow: He can summon them. He himself is basically a sentient, solid shadow, wearing a robe to delimit a physical form.
  • Load-Bearing Boss: His lair crumbles and collapses when you destroy him.
  • Made of Evil: Demons are born from corruption of the gods' creation.
  • Magic Knight: He is a highly powerful demon, as well as an equally dangerous warrior.
  • Master Swordsman: He sure doesn't wield that sabre of his just for show.
  • Meaningful Name: Strangely played with: His name does mean something in Japanese, namely "to live", but it does not fit the character at all... For further wierdness points, it is the name of a 1952 movie by Akira Kurosawa.
  • Mind Rape: He inflicted this to Eleanor the Enchantress, magically turning her mad. If you make her Drink the Waters of Knowledge to heal her, she helps you against the Dai Oni.
  • No Body Left Behind: He disintegrates, leaving only his robes, when you deal the finishing blow.
  • Obviously Evil: I don't know, he seems like a positively charming fellow to me... Too shy to show his face maybe?
  • Oh, Crap!: He freaks out whenever you thwart his attempts on your life, especially if you take Singing Death from him by knowing its secret. He practically soils himself when you use Singing Death to block his attacks before fighting.
  • One-Hit Kill: If you fight him without Singing Death, you must test your luck with each of his strikes. Lose only once, and he conjures a wave of burning darkness from his sabre to suffocate you to death and send your soul to the Pit.
    • You can have the delight of returning the courtesy, if you fight him with Singing Death, while he loses the ability to do it. Now who's laughing hey, hoodface?
  • Orcus on His Throne: He spends the entire story studying the Singing Death Dai-Katana, to the point that most of the troubles you face before the Very Definitely Final Dungeon are not his doing.
  • Our Demons Are Different: He is never described as a demon straight on, but it becomes glaringly obvious when confronting him. Contrary to most demons, he is neither fully physical nor fully spiritual.
  • The Red Baron: The Master of Shadows. Well deserved.
  • Sequential Boss: The Final Battle unfolds following several stages, rather different whether you could take Singing Death or not.
    • Without Singing Death, he first summons a tough Shadow Demon for you to fight; then a shadowy double of yourself to tempt you; then he blasts you with black lightning you cannot dodge; and finally fights you, being a SNK Boss that will haunt your nightmares. Good luck, you'll need it.
    • If you know Singing Death's secret, you can take it and pocket a hefty power-boost. He fist summons the Shadow Demon; then he summons ten shadow monsters, leaving you the choice of throwing your weapon, rushing through them, or waiting and fighting; then he blasts you with black lightning, but your sword can deflect it; and finally he fights you in a thankfully much easier Final Battle.
  • Shock and Awe: He hurls bolts of black lightning that harm you physically and spirtually, costing -4 stamina, -2 skill and -2 luck. If you wield Singing Death, you only lose -1 skill and -1 luck, or deflect the bolt with 6+ in honour.
  • SNK Boss: Fighting him him without Singing Death is almost Unwinnable by Design. He blasts you with black lightning, greatly weakening you while you need very high skill and luck score to stand a chance, as losing a test of luck when he strikes you means a One-Hit Kill. With his great power, he is bound to melt your luck score like snow under the sun before he can reduce your stamina to zero. Oh the horror...
    • Averted with Singing Death, which makes him fortunately much easier to dispose of. But while his black lightning is less dangerous, and you can One-Hit Kill him for a change, he remains able to decrease your skill and luck score with his strikes, which can still turn the tide in his favour.
  • Summon Magic: He can summon evil shadows from the Pit and lesser Shadow Demons.
    • He first summons a ghastly, Horned Humanoid Shadow Demon, with skill 9 stamina 10, who loses only -1 stamina three in six times, making it a tough foe. With Singing Death and 5+ honour, you kill it without fight.
    • If you took Singing Death, he then summon ten shadow beings. They all have skill 9, making them tough foes, but only 1 stamina. If you rush through them without waiting, you destroy them all without fight.
    • If you lack Singing Death, he then summons a shadow in your likeness to tempt you into serving him with its Compelling Voice. You need at least 5 in honour to resist.
  • To Create a Playground for Evil: His goal is unclear, but he seeks to unleash untold chaos and destruction, most likely reducing the kingdoms of mortals to dust to let monsters and demons roam freely.
  • Throwing Your Sword Always Works: Hideously averted. If you throw Singing Death at him, he dodges it and you cannot use it any longer, loosing the power-boost it grants. He retaliates by summoning an Evil Knockoff to corrupt you, leaving you no choice but facing him in SNK Boss mode.
  • We Can Rule Together: He offers to make you his new right-hand-man before the final battle, promising wealth and power, and summons an Evil Knockoff of you to tempt you. In this case, this is pure Schmuck Bait, and should you succumb to the lure of power, he orders you to off yourself. If you can resist, you tell him to get bent.
  • Your Soul Is Mine: Should he kill you, he sends your soul to the Pit, for him to summon as his slave whenever he gets the fancy, condemning you to a Fate Worse than Death.

Ishtra, One of the Snake Demons

https://static.tvtropes.org/pmwiki/pub/images/ishtra.jpg
Appears in: Phantoms of Fear | Titan - The Fighting Fantasy World

The most warmongering of the Snake Demons, the highest tier of the Demon Princes lording over the Night Demons. The current Demon Princes being the only ones of their kind to escape banishment to the Void after the apocalyptic First Battle, who took over The Pit. Ishtra rules the Demonic Plane of Ichor, commands the Night Demon Shakor and is equally influential on the Pit and the Earthly Planes. It was he who stole the Lizard Men from the Lizard God Suthis Sha, becoming their main idol. He he has immense control over the Dream Realm and commands Morpheus the Lord of Nightmares. Ishtra always tries to gain control of Dark Magic and the forces of Nature. He is now out to take every monster in the continent of Khul under his command to ignite a second Chaos War, and it is up to a young elf titled the Eldenurin (Defender Shaman) to stop him...

  • Ancient Evil: Ishtra was created at the dawn of time.
  • Animal Motifs: Crocodiles, and lizards. His main aspect is that of a demonic crocodile, and he stole the lizard men from their creator god Suthis Cha by appearing to them under the shape of a two headed lizard man wielding a Flaming Sword.
  • Antagonist Abilities: Not only is he Nigh Invulnerable and completely immune to anything you can dish out, but he has an enormous total of power, and better mastery of magic and of the Dream World than you.
  • Anti-Magic: You cannot spellcast in his lair, due to his evil influence.
  • Apocalypse How: His ultimate goal is to devastate everything in Titan, slaughter the entire population, and cover it in darkness. This might be the first stage of an Evil Plan to bring about Hell on Earth, as the other Snake Demons intend to.
  • Bad Boss: The Demon Princes treat their followers like dirt staining their feet, and Ishtra makes a point in being equally feared by his servants and enemies alike.
  • Ball of Light Transformation: He often appears as a huge, intense energy ball, radiating a cold light.
  • Battle in the Center of the Mind: You can confront him in the Dream Realm during the Final Battle, but only if your power score exceeds his own, which is easier said than done.
    • Your Mind Makes It Real: Beware, for he can kill you in the Dream Realm as easily as on the Earthly Planes. But at least there, you can retaliate and destroy him.
  • Big Bad: The Snake Demon blighting the sacred Affen Forest in a bid to restart the nightmarish War Against Chaos, whom the Goddess Galana tasked you to stop.
    • Big-Bad Ensemble: The three Snake Demon Ishtra, Sith and Myurr can be seen as this for the franchise as a whole, as they influence directly or indirectly most of the Final Bosses.
  • Complete Immortality: Demon Princes cannot be killed, period. Should they be destroyed, their essence returns to the Pit to regenerate. Fortunately, the process takes centuries and is very painful, preventing a Karma Houdini situation.
  • Demon Lords and Archdevils: One of the Snake Demons, the most powerful and influential demons who rule the Pit from the eldritch Palace of Agony.
  • Dimension Lord: He rules the Plane of Ichor, and by extension the Plane of Bile ruled by his Dragon Shakor, and strives to take over the Earthly Planes.
  • Divine Ranks: The Demon Princes are of demigod status, and are worshipped by evil-doers all over Titan.
  • The Dreaded: He causes abjet terror to mortals and monsters alike.
  • Dream Walker: Ishtra can enter the Dream Realm and have access to all dreams. Also, Morpheus, the Eldritch Abomination Lord of Nightmares serves as The Dragon.
  • Dream Weaver: Ishtra can influence the Dream Realm to create and control dreams.
  • Emperor Scientist: The fantastic variant: Ishtra is an Evil Overlord who experiments to to discover and control the secrets of all forms of Magic, and use it in his Evil Plan. His knowledge of magic helped him in no small part in building his power base, and gain the loyalty of many an Evil Sorcerer.
  • Evil Is Bigger: He stands over 13 feet tall, and is absolutely vile.
  • Evil Overlord: A Demon Prince ruling a large, blighted domain that is turning into Mordor by his presence alone, rules a huge army of monsters and threatens the entire world.
  • Evilutionary Biologist: He uses his knowledge of magic to create monsters for his armies.
  • Fighting a Shadow: If you confront Ishtra in the Dream Realm, you only fight a weaker oneiric projection. Fortunately, it works in your favour, since you can hold your own against him, and destroying it banishes him back into the Pit.
  • Final Boss: Fittingly for the Big Bad. You can either confront him in the Dream Realm, in which you stand a chance against him in a direct battle, provided your power score is at least of 22. If its the case, his oneiric projection has skill 10 and power 21 (substitute for stamina. While powerful, it is quite weak for a Demon Prince. If your Power score is lacking, you must find another way, lest he incinerates you with green fire. You need six relics representing the powers of Fire, Water and Earth, put in the correct disposition, and have enough power to invoke a ritual blasting his physical incarnation into oblivion and banishing him back into the Pit.
  • Hellfire: His main weapon.
  • Hypno Trinket: If you confront him wearing a Green Pendant, it compels you to obey him and he drains your magic poiwer, life-force and soul, all at once, killing you without fight.
  • Keystone Army: He treats his armies so badly that only the fear of him keeps them assembled. When you defeat him, they quickly collapse due to infighting.
  • Knight of Cerebus: One of the few villains who threatens the world at large, his influence, the blight he causes and the nightmares he spreads create ableak and gloomy atmoshpere all over the story.
  • Lizard Folk: He turned the lizard-men to evil, being their main idol, and often assumes the aspect of a demonic one.
  • Made of Evil: Demons are born from corruption of the gods' creation.
  • The Magnificent: His worshippers call him "Ishtra the Allmighty." He is not all-powerful, but still mighty enough to threaten Titan by himself.
  • Mana Drain: He can absorb your magic power, and will if you wear a Green Pendant, resulting in your death.
  • Mook Maker: The Demon Princes give life to half-human half-insect/arachnid Elite Mooks known as the Accursed and the Ishkarim.
    • In the course of the story, hee creates monsters of all sorts with Dark Magic.
  • Multiple Headcase: When he assumes the shape of a demonic lizard man with two heads. He made such an impression that only two-headed lizard men are allowed to become priest in the Lizard Man Empire.
  • Natural Weapon: His claws, tail and horns.
  • Never Smile at a Crocodile: His most recurring aspect, which he assumes in the book, is that of a gigantic, bipedal crocodile with the head of a goat, covered in green fire.
  • Nigh Invulnerable: Nothing you can dish out, not even your powerful magic sword or your mightiest magic can even scratch him. Unless you can confront him in the Dream Realm, otherwise, you must perform a ritual to call the powers of nature to destroy his physical incarnation.
  • No-Sell: Trying to fight him in the Earthly Planes is useless and only results in a painful death.
  • Oh, Crap!: He has a thoroughly satisfying moment of sheer horror, when you destroy his physical incarnation and banish him back into the Pit after winning the Final Battle.
  • Our Demons Are Different: He is a demon appearing as a monstrous crocodile.
  • Playing with Fire: Ishtra creates and controls fire.
  • Red Eyes, Take Warning: He has bright red eyes.
  • Reptiles Are Abhorrent: He looks like an overgown crocodile and is awful through and through.
  • Time Abyss: He was born before even Time came into the world.
    • Living Relic: Only divine beings survived the Time of Gods. Ishtra, his peers and and his demonic masters are to blame for its end.
  • Touch of Death: If you cannot stand up to him, Ishtra incinerates you with just a touch.
  • Walking Wasteland: His mere presence twists, blights and corrupts his surroundings, into an evil-ridden wasteland.
  • Your Soul Is Mine: He steals the souls of his victims, and will if you wear a Green Pendant.

Jaxartes, Fallen Leader of the Mage Order

https://static.tvtropes.org/pmwiki/pub/images/jaxartes.jpg
Appears in: Fangs of Fury

Once the wisest and mightiest mage of south-west Khul, leader of the local Mage Order, he got corrupted when delving too much into The Dark Arts, and was banished. As the formidable army of the mighty warlord Ostragoth the Grim is threatening the land, he makes his move to take over the city of Zamarra, first stage of his plans of conquest, and kill the Mage Order he belonged to. He is depleting the fire of the titular volcano, the Fangs of Fury, powering the magic Dragon Statues that make the city unassailable, the only thing that could destroy his forces, and times run low before the city's defences are destroyed. But the king and the Mage Order just recruited one warrior who could thwart is plans...

  • Affably Evil: He is rotten to the core, but speaks with perfect courtesy, and even his taunts show an amount of respect.
  • Archenemy: He is this with Astragal, the new leader of the Mage Order. He swore to kill him and Astragal is the one who sends you on your mission while he is busy defending the city.
  • Attack Animal: He sics his two pet wolves on you if you are captured and brought before him. Fortunately, your allies launch an attack to force him on the front lines, before he can do worse.
  • Authority Equals Asskicking: He is the mightiest of the Mage Warriors you will fight. Justified, in that he very likely trained them himself.
  • Badass Beard: Doubles as a Beard of Evil. He sports a rather impressive one and sure is powerful.
  • Badass Bookworm: Jaxartes is a seasoned expert in magic, a very clever mastermind, and is more than able to kick your ass in battle.
  • Badass in Charge: He leads his own order of powerful mage warriors, and he is the best fighter among them.
  • Badass Longrobe: Fitting the Evil Sorcerer shtick.
  • The Battle Didn't Count: Literally. After you best him in a fight, he merely gets back up, laughs, dusts off his clothes and teleports away. Justified since you cannot harm him with a sword.
  • Beard of Evil: Sports a long, bushy dark beard.
  • The Chessmaster: Jaxartes displays remarkable cunning and his Evil Plan is much less straightforward than it seems. He directs Ostragoth's invasion of the land and breaks the magic protecting Zamarra. He knows the secret of the volcano and deduce the nature of your mission, sending his Elite Mooks always one step ahead of you, to kill your potential allies before you reach them, and he planted a mole in his enemies' ranks, to gain Intel and cause distrust, before sending him to lead you into a trap.
  • Cool Pet: This guy was able to tame two freakin' wolves.
  • The Dark Arts: Delving into forbidden knowledge is dangerous, and he paid the price. He now masters them, but lost himself along the way.
  • The Dark Side Will Make You Forget: He is now a Card-Carrying Villain hellbent on killing the Mage Order he used to lead and conquering the land he used to protect.
  • Despotism Justifies the Means: He wants power for the sake of power.
  • Dishing Out Dirt: He casts a spell causing a cave in before the Final Battle. If you lose a test of luck, you end up crushed under the rubble, if not, you still get grievously wounded, losing -2 skill and -6 stamina. Fortunately, you don't need skill to fight him, but you might miss the lost stamina.
  • Evil Gloating: Jaxartes indulges in this when he has you prisoner, and especially when he snuffs out the volcano at the end.
  • Evil Sorcerer: A staple of the series.
  • Fallen Hero: He was once a wise mage, but had a Face–Heel Turn.
  • Final Boss: The last enemy you face in the game, as per tradition. But the Boss Fight is a Puzzle Boss instead of a straightforward battle. Instead, you'll try solving an enigma while resisting his attacks.
  • Final Boss Preview: You can encounter him and fight him before the Final Battle. He has skill 10 and stamina 12, making him a powerful foe, but your blows don't affect him and your victory merely prevents him from killing you. Yet, the final fight unfolds very differently.
  • Magic Wand: He wields one on the illustration.
  • Make My Monster Grow: He grows giant before the Final Battle.
  • Magic Knight: He and his Mage Warriors are powerful mages and skilled fighters.
  • Master Swordsman: An expert with the blade, able to take on the best warriors.
  • The Mole: He has one working for him in the city of Zamarra, right into the court of King Elidor. He provides intel for his master and works from the inside to weaken the city's defences. It's Chancelor Snuffserk, and Jaxartes sends him .
  • No-Sell: If you happen to confront him, you do win attack rounds normally but do not harm him.
  • The Paragon Always Rebels: He was the best and wisest of the Mage Order, until his fascination with forbidden knowledge led to his Face–Heel Turn.
  • Playing with Fire: He attacks you with fire blasts during the Final Battle. You can resist a blast with a Black Cube, or lose -4 stamina.
  • Fireball: His attacks are not described as such, but give this vibe.
  • Praetorian Guard: The Mage Warriors of Jaxartes serve as this. A group of powerful, Black Cloak clad Magic Knights, expert in wielding Battle Wands, whom he uses for the most difficult missions. They are led by the Dark Action Girl Jinxana.
    • Laser Blade: His Mage Warriors wield Battle Wands that create a blue energy blade on the tip. Fighting his goons without one costs you -2 or -3 skill unless you wield a Battle Wand as well.
  • Puzzle Boss: Literally, as you spend the confrontation withstanding his attacks while solving a numerical problem on the magic White Cube covered with keyholes, to reactivate the volcano and roast him alive. If you got the clue and the key, it's quite easy, but if not good luck to find it. You must try each keyhole one after the other, while he blasts you with fire at each attempt. Trying this without the slightest clue, and you risk running out of Black Cubes and Life Meter before you can figure it out. The correct keyhole is 18.
  • Recurring Boss: You can face him several times before the end, though he only fights you in one of these occurences. And the last boss fight is nothing like the others.
  • Roaring Rampage of Revenge: He really wants to kill the Mage Order, and the entire city with them just because it stands in the way of his vengeance.
  • Take Over the World: Downplayed. He only (cough) aims to take over the continent.
  • Telepathy: He can communicate with his servants through his mind and they can as well. He speaks to you this was on occasions.
  • A Sinister Clue: He holds his Magic Wand in his left hand.
  • Sinister Scimitar: His Weapon of Choice when it comes to armed battle.
  • Sinister Surveillance: He can see you and often taunts you through Telepathy during the course of your mission.
  • Sorcerous Overlord: A powerful wizard who rules a huge army and seized most of the land.
  • Wizard Beard: A classic.
  • Wizard Classic: He was this prior to his Face–Heel Turn, complete with the wand, the robe and the beard, and remains a standard-looking Evil Sorcerer.
  • You Are Too Late: The Climax happens in the heart of the volcano powering the city's magic defences, which you were tasked to revive, but which he just snuffed out. As he finds out the hard way, it is indeed to late to prevent the fire to be extinguished, but not to late to reactivate it.
  • Villain Teleportation: He uses this often, but never in battle.

The Lizard King, Slave Master of Fire Island

https://static.tvtropes.org/pmwiki/pub/images/lizard_king.jpg

The ruler of Fire Island, a former prison colony turned into a slave mine, the Lizard King is a brutal tyrant who has learned voodoo sorcery to make himself even more powerful. On Fire Island, he has amassed an army of lizardmen, orcs, giants and all manner of monsters, and periodically send them out to raid the surrounding islands for slave labor. To make matters worse, the Lizard King is fused with a Gonchong, a spider-like parasite that grants its host enormous strength in return for most of their free will. But there is one who will rise against him...

  • Amazing Technicolor Population: Blue scales are quite uncommon, even for lizard men.
  • Asskicking Equals Authority: He became king of the lizard men of Fire Island by being the strongest, baddest and meanest of them. His mastery of Voodoo sorcery helped.
  • Attack Animal: He has a black, maneless lion as a pet, that he sics on you before the fight starts.
  • Antagonist Abilities: His very high stats and immunity to normal weapons make him a foe to be reckoned with.
  • Antagonist Title
  • Badass Normal: He might dabble in voodoo sorcery, but he does not use magic in battle and has no need for it to kick ass.
    • Empowered Badass Normal: That being said, he still uses a magic Fire Sword that boosts him with +2 skill and the Gonchong also boosts his physical condition.
  • Big Bad: The slave-driving Evil Overlord who must be taken down, to restore Fire Island and relieve the local fishing ports of his raids.
  • Body Horror: Has a horrible parasite attached to his brain.
  • Evil Overlord: Pretty low-scale compared to the others fought in the franchise, but he still qualifies, being a powerful tyrant leading armies of monsters, with dark powers and unique weakness, who threatens the neighbouring coasts.
  • Evilutionary Biologist: He attempts to create new monsters and life-forms to serve him.
  • Final Boss: Having skill 12 and stamina 15, not to mention being only vulnerable to a Fire Sword makes him a very powerful foe. Fortunately, there are ways to weaken him.
    • Post-Climax Confrontation: After killing, him, you must kill the Gonchong by severing its proboscis. If you fail or drop your guard, the Gonchong takes control of you and makes you the new evil ruler of Fire Island.
  • Flaming Sword: His weapon of choice is a fiery magical scimitar that makes him impervious to normal weapons. If you have another one, you can challenge him safely. If you have a monkey, he'll be so frightened he'll drop his own sword, which you can use.
    • Cool Sword: Having a sword is badass in itself, but having a fiery blade is even better. You can see it for yourself.
  • From Nobody to Nightmare: He was originally just one of the guards when the island was still a penal colony. When it was abandoned, he unified the other guards and turned the prisoners into slaves.
  • Hollywood Voodoo: Like Cinnabar in Literature/Bloodbones, it uses Voodoo magic of this variety.
  • Kill It with Fire: The Lizard King and the parasite must be killed with a Fire Sword.
  • Master Swordsman: He is a very strong and skilled fighter.
  • Monster Lord: A king among lizard men. Self appointed for sure, but he still deserves the tittle.
  • Nigh Invulnerable: He is immune to normal attacks.
    • No-Sell: Attacking him with anything else than a Fire Sword is useless and leads to a painful demise.
  • No Name Given: The Lizard King is never named, just referred to by his title.
  • Panthera Awesome: His aforementioned pet. Not a panther but a lion in fact, but black and without mane, it gets quite close...
  • Puppeteer Parasite: Not the Lizard King himself, but the Gonchong he fused himself with. Contrary to most examples of the trope, their relationship is more of a symbiosis than outright domination from the Gonchong.
  • Right-Hand Attack Dog: You must kill the Black Lion before facing him: a a very powerful foe with with skill 11 stamina 11.
  • Sinister Scimitar: His Flaming Sword is nondescript in the narration, but depicted as a scimitar in the illustrations.
  • Slavery Is a Special Kind of Evil: He holds every prisoner in Fire Island as slaves, condemning them to grueling forced labour night and day to build his kingdom, and abducts people from the nearby villages to replace them and raise his numbers.
  • Weaksauce Weakness: The Lizard King is deathly afraid of monkeys of all things (presumably since monkeys eat lizards). Bringing one to the Final Battle will significantly weaken him. If you already have a Fire Sword, he is so terrified that only the Gonchong's influence makes him put up some token resistance. That way he becomes an absolute joke with only skill 6 for you to Curb Stomp. If you don't, he either drops his Fire Sword for you to use (and loses -2 skill while you gain +2 in the process), or frightens the monkey away and slaughters you, depending on your luck.
  • Why Did It Have to Be Snakes?: Why did it have to be monkeys in this case, but well, you know the drill.

Malbordus, The Child of Darkness

https://static.tvtropes.org/pmwiki/pub/images/malbordus.jpg
Appears in: Temple of Terror

A human of great potential for magic, raised by the High Priestess of the Snake Demon Myurr. As the final trial of his training, he is tasked to venture into the lost city of Vatos in the Desert of Skulls to recover lost Artifacts of Doom that would help him take over Allansia. Fortunately, the Legendary Wizard Yaztromo learns about his quest and sends the hero who braved the Caverns of the Snow Witch and The Forest of Doom to face him...

  • Antagonist Abilities: He starts the battle with a painful, deafening spell that affects the whole room and his cursed sword will paralyze you if you're hit three times.
  • Artifact of Doom: The five Dragon Artifacts he is looking for are five dragon statuettes made of bone, ebony, crystal, silver and gold, that can be transformed into an invincible dragon at the command of those who awoke it. With such tremendous Weapons Of Mass Destruction, the Dark Elven Kingdom and its huge army could rise from their subterranean city and invade the land unopposed.
  • Badass Longrobe: He wears a long, flowing black robe, fitting for an Evil Sorcerer.
  • The Beast Master: He can subjugate animals, even bred for war, into obeying him so thoroughly that they become dependent on him to live, unable to feed if he does not order them to.
  • Big Bad: The powerful mage setting out to invade Allansia for the dark elves, who you are tasked to track down.
  • Big Bad Duumvirate: He's the main villain of the book, but Leesha, the Grand Priestess of Vatos plays an equally important villainous role. At least one bad ending confirms that the two are in cahoots.
    • Contrary to Leesha, a Vain Sorceress of considerable power, but who only cares about sitting around and having her every whim catered, Malbordus is a Sorcerous Overlord in training, working to build his own power base. She flees as soon as you pose a threat to her, while Malbordus confronts you head on for the Final Battle, cementing him as the biggest threat and true Big Bad.
  • Big Bad Wannabe: Not in the story in itself, but in the franchise as a whole. While he poses a considerable threat to Allansia, he is an upstart compared to the other Big Bads.
    • Justified in that Malbordus has yet to become a proper Big Bad. Had he succeeded, he would have become as formidable as the others.
  • Black Swords Are Better: His cursed blade is made of pitch-black steel.
  • Bond Villain Stupidity: While he does send an assassin to deal with you, he also send the dreaded and spectral Envoy of Death... who, rather than killing you on the spot is content with leaving the five letters of DEATH scattered across the following dungeon, which are quite dangerous but also easily avoidable.
    • Complexity Addiction: Summoning a powerful spirit while he is busy searching for the Plot Coupons is fine and dandy. But he had to send one with needlessly convoluted, easily escapable and pretty much useless methods. To make things worse, the Envoy of Death makes it clear that he could easily snuff you on the spot, but decides to go for the pointless complexity. Way to go Mal bords, you just chose the worst possible agent.
  • The Champion: To the High Priestess of Myurr, and the Dark Elven Kingdom.
  • Child Prodigy: Malbordus displayed immense potential at a very young age, and passed his first initiation with flying colours at the tender age of nine.
    • Creepy Child: He was so evil as a child that even the Always Chaotic Evil dark elves were disturbed. Of course, they saw his evil and potential as a blessing and set out to make use of it.
  • Dark Messiah: He's this to the Dark Elves and the cult of Myurr who raised him. If he's victorious, the cult will receive the help of five unstoppable Dragons to conquer Allansia.
  • Despotism Justifies the Means: Malbordus and the Dark Elves want to take over and enslave all other races.[[Fantastic Racism: They consider every other people as beneath them and only fit to crawl at their feet.]]
  • Drop-In Nemesis: After you've found all five statuettes and smashed one of them, Malbordus will emerge from a nearby pit and challenge you to a fight, starting the Final Battle.
  • Evil Counterpart: He's this to your own character if you think about it: both are trained in swordmanship and magic, received magical help in Darkwood and are sent to Vatos to look after the same set of artifacts, though your objectives are different.
  • Evil Sorcerer: He was tutored into the dark arts of Black Magic by the Dark Elves of Darkwood and the cult of Myurr, and he is very skilled in the trade.
  • Evil Weapon: He wields a cursed blade that can leave you paralyzed and defenceless.
    • The Paralyzer: His blade does this to you if he strikes you thrice, kinda like a Ghoul's claws. A copper ring will protect you.
  • Evil Wears Black: He is only clad in black robes.
  • Fetch Quest: His second initiation test and his goal in the story, is to retrieve the five Dragon Artifacts, and use their power to take over Allansia.
    • Your goal is the same, but contrary to him you aim to destroy the Dragon Artifacts.
  • Final Boss: With skill 10 stamina 18, he makes a powerful enemy. But what makes him truly formidable are his Black Magic and his Evil Weapon. Without the proper protection, he is That One Boss through and through.
  • Forehead of Doom: As an adult.
  • Friend to All Living Things: An evil version, it's said that sinister and wicked animals came to witness Malbordus' birth and accompanied him.
  • From Nobody to Nightmare: Once a simple abandoned baby, sadly common in medieval settings, now an Overlord Jr. well on his way to take over Allansia.
  • The Ghost: Despite being the Big Bad, he doesn't make an appearence until the very end.
  • I Have Many Names: He is also known as Aeren Tintathel.
  • I Was Quite a Looker: As seen in the picture, he was good looking when he was a child.
    • Evil Makes You Ugly: As an adult he's tall, gaunt and dark-skinned, with almost-balding hair on his head and hideously exaggerated facial features.
  • Magic Knight: Malbordus is equally talented in magic and swordsmanship.
  • Make Me Wanna Shout: As soon as he appears he casts a dark spell that seriously harms your hearing, costing -3 skill, no less. Unless you're wearing a copper ring.
  • Master Swordsman: He's not half bad with that Black Sword of his.
  • Meaningful Name: In-universe. "Malbordus" means "Child of Darkness".
    • His alias, "Aeren Tintathel" means "Storm Child" in dark elven language, for he was found during a stormy night.
  • Misanthrope Supreme: Malbordus absolutely loathes humanity and the races of the surface.
  • Moses in the Bullrushes: He was abandoned in a forest in a winter night, likely by a poor peasant family who could not afford to take care of him. He was found by dark elves and raised as a powerful Sorcerous Overlord.
  • Names to Run Away from Really Fast: Malbordus sounds quite ominous.
  • Obviously Evil: His current appearence plays this as straight as possible. The narration states that he exudes an aura of pure malevolence and hatred.
  • Older Than He Looks: You would never believe upon seeing him that he is a young adult in the story. Even then, can you guess how old is he in the picture? A teenager? The answer: Nine years old. No kidding!
  • Overlord Jr.: He is the adopted son of the high-priestess of Myurr, who sent him on his quest, and he plans to dominate Allansia as a whole for the dark elves, with him and her on top.
  • Playing with Fire: He set an entire village on fire at nine years old, during his first initiation trial.
  • Pointy Ears: He might be human, but his ears are elf-like.
  • SNK Boss: Facing a skill 10 foe is tough, but not that hard with higher stats. Facing a skill 10 foe who wins if he lands three hits, after suffering a loss of -3 skill is close to impossible, even with the maximum of 12. Without protection from his magic, you are in for a world of pain.
    • With said protection however, namely the copper ring, he is powerful but nothing insurmountable. With it and skill 11 or 12, you will win without much trouble.
  • Sorcerous Overlord: He aims to become one, and you must do whatever it takes to prevent him from reaching his goal.
  • Summon Magic: He used the Envoy of Death, a powerful spirit, and knows how to use the Dragon Artifacts to summon the real deal.
  • Take Over the World: Downplayed, as he covets one third of it. But it is already far too much.
  • Villainous Widow's Peak: Up to Eleven, he's nearly bald and has a Forehead of Doom as a result.
  • Walking Wasteland: Malbordus can wither plants by looking at them.
  • You Are What You Hate: Malbordus utterly loathes humans and identifies as a dark elf, despite being human. Justified in that he hates humans for leaving him to die in the cold, while the dark elves saved him and are training him as a leader.

Zharradan Marr, Master Of Marrangha

https://static.tvtropes.org/pmwiki/pub/images/zharradan_marr.jpg
Appears in: Creature of Havoc | The Trolltooth Wars

A half-human half-demon sorcerer, skilled in necromancy and Marrangha, the strange magical art of creating new and twisted forms of life. Marr trained alongside Zagor and Balthus Dire, though now considers both rivals. Reflecting his part infernal heritage Marr does not fully reside in the material world of Titan and can only interact with others via an enchanted mirror portal to the netherworld.

  • Agony Beam: He masters the horrible Torture Spell that inflicts unbearable pain. You need to be covered with Elven Magic Dust to be protected, lest he casts it on you to subjugate you.
  • All There in the Manual: Some of his background is filled out in Titan - The Fighting Fantasy World and the rest in the foreword of Creature of Havoc.
  • Amazing Technicolor Population: He has green skin.
  • Cool Ship: The Galleykeep, a flying galleon serves as Marr's vessel of choice when he does move around. It was stolen from the main character of Creature Of Havoc, who was the original captain before Marr turned him into a monster.
  • Evil Genius: He is very intelligent and shrewd, knows how to use his servant's talents to the fullest, searches for the McGuffin from all sides, and manipulates people to get all intel he needs.
  • Evil Gloating: He spends most of the confrontation with you monologuing about his plans, and how he is the best.
  • Evil Sorcerer: One of the most notorious of the franchise.
  • Evilutionary Biologist: He uses The Dark Arts known as Marrangha to create and transform all kind of species. He is known as the only practitioner who created viable lifeforms. You are the result of his best experiment.
  • Evil vs. Evil: It is hinted that he is at war with Balthus Dire, the Big Bad of The Citadel of Chaos' ' and his former fellow student. The novelization Trolltoth War'' confirms this and make their conflict the center of the plot.
  • Human Mom, Non-Human Dad: His mother was a witch, his father a Hell Demon.
  • It's All About Me: He is so egomaniac that non only did he discard the name of his hometown he felt beneath him, but cast a spell to make everyone forget he ever had it. He even retreated to the Netherworld to avoid sharing the same air as lowly people.
  • Just Between You and Me: He congratulates you for managing to find him, and explains The Reveal. Even the narration Lampshades this, saying that this is like a father teaching his son.
  • Manipulative Bastard: He knows how to gain the trust on people he needs, and he uses you as a MacGuffin Delivery Service.
  • More Teeth than the Osmond Family: His mouth is full of sharp, pointed teeth.
  • The Necromancer: His main field of expertise. He is implied to have created the Master of Hellfire, a That One Boss to avoid at all cost.
  • Obviously Evil: One look at him is enough to know that his company is not of the pleasant sort.
  • Pocket Dimension: He retreated in a dimension he created from the reflection of a mirror. You must know about it to confront him.
    • Mirror Monster: You must face his mirror knowing that you will find him here to confront him.
  • Screw This, I'm Out of Here!: Averted. He tries to teleport away when you are about to defeat him, but it's already too late for him.
  • Sorcerous Overlord: A master of black magic with control over many humanoids and other monsters.
  • Storm of Blades: In his backstory, he and his fellow disciples cast the Rain of Knives spell to kill their master. Does not sound like a pleasant death... Fortunately for you, he never casts it when facing you.
  • Take Over the World: Downplayed. He plans to take over the continuent of Allansia.
  • Terrible Trio: With his former fellow students during their tutelage. They even called themselves the Demonic Three. Averted though, for those three have nothing quirky and are as competent and dangerous as they come.
  • Red Eyes, Take Warning: He is half-demon after all.
  • Slavery Is a Special Kind of Evil: He uses slaves to dig gold from his mines.
  • The Unfought: Downplayed, you confront Zharradan Marr but you never actually battle him, since he doesn't exist in our physical reality anymore. To defeat him, you destroy his magic mirror with a crystal club, trapping Marr in his netherworld forever.
  • Villainous Friendship: He had one with Oldoran Zagor and Balthus Dire, his former fellow students during their tutelage under Volgera Darkstorm. But being the villains they are, it became bitter rivalry as soon as they established their respective power bases.
  • Villainous Widow's Peak: Just to make it clear that he is a bad seed.
  • We Can Rule Together: He offers to make you The Dragon when you confront him. It can lead to a Non-Standard Game Over in which you help him take over and rule... Until he grows tired of you and gets rid of you that is...

The Master of the House of Hell

spoiler 
Click here to see his true form 
Appears in: House of Hell

One of the few Fighting Fantasy Villains whose identity is a mystery: As you try to find a way out of the House of Hell, and discover that it shelters a cult of demon worshippers, you hear about the ominous Master who controls the sect. While it first seems that the title refers to Lord Kelnor, the Earl of Drumer and owner of the mansion, it eventually appears that things are not as simple as it seems. Will you be able to find out who he is?...

  • Antagonist Abilities: He is enormously powerful and Nigh Invulnerable.
  • Big Bad: The leader of the cult of demon worshippers, and one of the very demons they worship, likely their main idol.
  • Big Red Devil: His true form is a huge Hell Demon full of horns, fangs, giant claws, with goat-legs, a rat's tail and red eyes.
  • The Butler Did It: Quite literally. The Master assumes the aspect of the butler to justify being constantly with Lord Kelnor, and control the cult through him. The other cultists know of the Master, but whether they know about his disguise or not is unclear.
  • The Dog Was the Mastermind: Gotta admit that while in retrospect it is a quite common culprit, it was hard to picture such an unassuming looking guy as the Big Bad. Then again, that's most likely what he wanted when taking this aspect.
  • Evil Is Bigger: Averted in his human aspect, played straight as an arrow under his true form, towering over ten feet tall.
  • Final Boss: The Master is the final enemy of the game, one of the most fearsome of the franchise at that. He is a highly powerful enemy with skill 14 (2 over the maximum) stamina 12. You can only harm the Hell Demon with the Kriss dagger, and the power boost it grants is the only way to stand a chance against him in the first place.
  • Hoist by His Own Petard: He can only be killed with the Kriss, a dagger forged in the fires of hell to serve for sacrifices. Using a weapon meant to empower him to fell him for good is deliciously ironic.
  • Horned Humanoid: Under his true form.
  • Human Sacrifice: He demands that to his cultists, mostly young virgins in true Hollywood Satanism fashion. You quickly discover that this is what he has in store for you, and understandably, you don't receive the prospect with much enthusiasm...
  • Knight of Cerebus: The Big Bad of one of the gloomiest books of the franchise. With a creepy atmosphere, and a fair share of gory scenes and settings, all the more unsettling in that it happens in the normal world instead of the Fantasy world of Titan.
  • The Man Behind the Man: One of the demons worshipped by Lord Kelnor and his cultists, if not the demon they worship. Lord Kelnor leads the cult but the Master is the reason the cult exists in the first place.
  • The Man in Front of the Man: Never judge a book by its cover, as they say. He is constantly seen with Lord Kelnor as his butler, but it is he who truly calls the shots.
  • The Master: Master of the mansion, or master of the cult? The anwser is the latter, and the former by extension. This name not only refers to the master of the cult, but keeps ambiguous whether it is Lord Kelnor or not.
  • Natural Weapon: His huge claws, horns and tail are more than enough to gore and trample any foe.
  • Nigh Invulnerable: He can only be defeated in a red room figuring the fires of Hell (in fact the dinning room where it all began under its true aspect), and can only be harmed with a Kriss dagger forged in hellfire for sacrifices.
    • No-Sell: Attacking him with a normal weapon only leads to a painful demise.
  • No Name Given: We never learn his true name. Only an alias for his human disguise, a title, and what he really is.
    • Everyone Calls Him "Barkeep": The Master is but a title referring to his function as leader of the cult. And Hell Demon is the demon type he belongs to.
  • One-Winged Angel: The Master assumes his true form, a huge and highly powerful Hell Demon, after you defeat his butler form, or after you kill Lord Kelnor. In the former, it is so scary that you gain +3 feat. In the latter, he slaughters you whatever you do.
  • Our Demons Are Different: A highly powerful Hell Demon who assumes a human aspect to blend in the normal world.
  • Red Eyes, Take Warning: He has bright red eyes under his true form, fitting his true nature.
  • Secret Identity: The Master is in fact Franklins the butler.
  • Sequential Boss: You must first fight him under his human shape. With skill 8 stamina 8, he is not that dangerous, but the battle ends after you wound him. Then he goes One-Winged Angel revealing his real aspect, and you must fight the considerably harder Hell Demon.
  • Super Empowering: Lord Kelnor recieved his dark powers from the demons he worships, most likely the Master.
  • Trial-and-Error Gameplay: When the Final Battle unfolds, you confront both Lord Kelnor and Franklins. The most logical choice would be to kill Lord Kelnor, but if you do so he reveals his true form and destroys you. You need to face Franklins to unveils his real identity and face the Final Boss.
  • Voluntary Shape Shifting: He is a demon who can assume the form of a human.
  • Walking Spoiler: There is very few that can be said about the sod without spoiling The Reveal. In fact, it is shorter to count what amount of text is not blanked.

Morgana, The Fell Sorceress of Krill Garnash

https://static.tvtropes.org/pmwiki/pub/images/morgana_2.jpg
Appears in: Masks of Mayhem

One of the few female Big Bads of the franchise, Morgana is a very powerful and evil witch who resides in the dangerous mountains of Krill Garnash. She assembles the Twelve Sigils representing all aspects of creation, with which she could gain power over all things. She created eleven immensely powerful Giant Golems, each imbued with the power of a Sigil, and all she needs is the twelfth Sigil to make her twelfth Golem and make them fully unstoppable. As the King of Arion, one of the many kingdoms she threatens, you cannot let this happen...

  • Amazonian Beauty: She is quite beautiful, but lithe and physically fit, with a slender yet powerful built. This is apparent in the illustration, which also depicts her jumping into battle in an almost feral way.
  • Antagonist Abilities: She has a powerful Damage Reduction.
  • Badass Bookworm: She is an expert witch, skilled enough in sorcery to create the mightiest golems in existence and harness the divine power of the Twelve Sigils, an exceptional, if catastrophic, breakthrough in itself. Not to mention a very tough Black Mage to fight.
  • Badass Longrobe: She wears a robe cut for ample movements, ornate with many jewels.
  • Big Bad: The evil sorceress who threatens to unleash eldritch forces upon Khul, and must be stopped at all costs.
  • Black Mage: She does not need weapons, for she fights with magic.
  • Cool Crown: She is depicted wearing a nice diadem in the illustration.
  • Curse: She casts a curse on you to decrease your stats, when taunting you in your dreams.
  • The Dark Arts: She displays considerable skills with this form of magic: Harnessing the powers of the Sigils and creating incredibly powerful golems from corpses.
  • Despotism Justifies the Means: She plans to take over the entire continent and spread mayhem all over, just for shit and giggles.
  • Did Not Think This Through: It never occured to her that you could learn the truth about the Twelve Sigils, and as such realize that your mission is a trap. To her credit, there was no way you could know it and she could not foresee that you would meet The Omniscient Big Good Vashti the Ageless. Also, there was no way you could have stood a chance against her golems on your own, hence getting supernatural help from beyond the Veil.
  • Dream Walker: She appears to taunt you in your dreams at the beginning of your quest.
  • Evil Eyebrows: Making her quite sinister looking.
  • Evil Gloating: She indulges in this in both of her interactions with you. She gives a vital clue about her accomplice in it. She is too certain of her victory to care about it.
  • Evil Is Hammy: She sure loves Chewing the Scenery and does it with abandon before the Final Battle.
  • Evil Is Sexy: Subverted, as she is beautiful but too much on the wild side to be alluring. The narration never mentions her to be as beautiful as other villainesses of the franchise.
  • Evil Plan: Using a powerful McGuffin and controlling unstoppable creatures are textbook standard plans to Take Over the World for Evil Overlords, and she plans to combine both.
    • But the way she intends to get the final Sigil deserves mention. She has her secret second in command (your own court wizard Ifor Tynin) send you to defeat her in what looks like a standard Fantasy quest, but is in fact a trap. They want you to die against the golems you would not be able to defeat, to take your helmet bearing the final Sigil, and turn your corpse into the final golem.
  • Evil Sorcerer: A rare female example. Played very straight but played quite well.
  • Faux Affably Evil: She speaks to you in a formal way, but openly taunts and scorns ayou at the same time.
  • Final Boss: She fights you when you reach her lair and destroy her Golems. She is very powerful, with skill 11 stamina 6, and her Damage Reduction compensates her laughable stamina score, making her a very tough foe for anyone without max stats.
    • Post-Climax Confrontation: Right after killing her, if you did not learnt the truth about the Sigils you get stabbed from behind by the traitor, Ifor Tynin. The same fate awaits you if you cannot deduce the traitor's existence and identity. (Which, for readers used to the franchise should be glaringly obvious.) The true challenge is about unmasking him, for he only has skill 8 stamina 8, pitiful for a Post-Final Boss.
  • Golem: She created eleven of them, imbued with the power of the Sigils. They are in fact the undead corpses of the former bearers of the Sigils she captured, nightmarishly transformed. She plans to do the same to you.
  • Gotta Catch Them All: She is collecting the Twelve Sigils, by capturing and killing everyone bearing them (each representing a distinct trade). She only lacks the last and most important one. It's yours, the Sigil of Royalty.
  • Hot Witch: A bit too much on the feral side, but still a beautiful woman.
  • Lady of Black Magic: A regal and (over)confident woman, and a formidable spellcaster.
  • MacGuffin Delivery Service: She covets you, the bearer of the Twelfth and most powerful Sigil, to turn you into her last golem and gain power over all creation.
  • Meaningful Name: She is named after one of the most, if not the most, famous Evil Sorceresses of all fiction. Namely Morgan Le Fay from the Arthurian Myths.
  • Nothing Can Stop Us Now!: Her state of mind since the very beginning, culminating during the Final Battle. The "us" has its importance.
  • Praetorian Guard: Her Golems serve as the last line of defence between you and her, and are far too powerful for you to face head on. If you cannot summon an army of ghosts to dispatch them, you are screwed.
  • Pride: She is much too overconfident for her own good, gloating about her victory before even facing you, and mocking your destruction of her Golems, stating that she can always recreate them. So much certain to win that she does not even bother to hide details of her plans.
  • Saying Too Much: "Our plan"? "We"? What are you babbling about you hag? Could you mean that you have an accomplice?
  • See the Invisible: Before fighting her, you are warned that the Cloak of Temporary Invisibility would be useless against her.
  • Smug Snake: Considerably powerful and a world-threatening Sorcerous Overlord, but as Luke Skywalker would say, her overconfidence is her weakness.
  • Shout-Out: To Morgan Le Fay herself, from Arthurian Legend. See Meaningful Name above. Not only her name, but she opposes you, The Hero and The Good King, who bears a special artefact setting you apart from other rulers.
  • Sorcerous Overlord: A rare female example, who rules Krill Garnash and controls all monsters and evil beings alone through sorcery and fear.
  • Squishy Wizard: Squishy Witch, to be precise. She is bears great power and skill, but very low stamina. She is aware of it, and cast protective magic of sorts on herself to lower it.
  • Take Over the World: Downplayed, since she covets the continent of Khul instead of the entire world, but still...
  • Weak, but Skilled: She lacks strength, but she is very agile and considerably skilled with magic. The narration even Lampshades that her vast power more than compensates her lack of strength.

Mordraneth, The Stealer of Souls

https://static.tvtropes.org/pmwiki/pub/images/mordraneth.jpg
Appears in: Stealer of Souls

An evil Archmage of considerable influence, feared all over Titan, waging war against the benevolent mages of the city of Pollua, the only obstacle standing between him and his dreams of World Domination. His agents recently abducted the wizard Alsander, just as he discovered crucial intel on Mordraneth's Evil Plan. As such, Vanestin, the Great Mage of Pollua and Mordraneth's Archenemy, hires you to go to the Isle of Despair where Alsander is held captive, to save him and use his knowledge in the war. To a warrior like you, such a challenge is quite welcome...

  • Antagonist Abilities: He masters wicked spells.
  • Antagonist Title: The title refers to one of his aliases.
  • Anti-Climax Boss: Played with. He is genuinely powerful and dangerous, but for someone touted as incredibly fearsome by the narration, as far as Final Bosses go in the franchise, he is in the lowest tier, a walk in the park with max stats. Compared to the uber-powerful That One Bosses that Keith Martin would later come up with, he is an outright joke.
  • Anti-Magic: He disturbed the balance of magical forces to make spellcasting impossible for anyone but him and his students within his many lairs. Unless you discover how he did so and how to circumvent it. Like Alsander did, using it to teach you useful spells after you rescue him.
  • Archenemy: He is this to the Big Good Vanestin, Great Mage of the city of Pollua, whose mages keep standing before his schemes of world domination.
  • The Archmage: He bears the title, and is pretty much unrivalled in mastery of magic, among the many, many Evil Sorcerers of the franchise, which he pushed to Anti-Magic and Reality Warper territory. Many surpass his stats, but he is far and away the best of them all when it comes to magic prowesses.
  • Authority Equals Asskicking: His students might be plenty tough, but they do not compare to him.
  • Badass Bookworm: And immensely skilled and knowledgeable wizard, who achieved several considerable breakthroughs, as well as a very cunning and crafty mastermind, and a very powerful Magic Knight.
  • Badass Cape: He wears one, made quite sinister by the cover art.
  • Badass in Charge: He is to the Dark Priests, Evil Sorcerer he mentored, and made into powerful Magic Knights.
    • Elite Mooks: You fight only two of these Dark Priests in the story, but they are among the toughest foes in the game, casting a damaging spell before fighting you. There is a third, but he is a Defector from Decadence who flees from his master's madness and saves your life.
  • Badass Longrobe: A given for the Evil Sorcerer he is.
  • Badass Teacher: He is a very powerful Magic Knight, and taught his student well.
  • Batman Gambit: He is very good in predicting his foes' actions and taking advantage of it. He predicted Vanestin's rather clever move, and completely turns it against him.
  • Big Bad: The powerful Sorcerous Overlord who threatens the entire world.
  • Black Magic: His students cast spells he likely devised and taught himself, not to mention his own Razor Floss attack.
  • The Chessmaster: He is very good in devising plans that look simple but are anything but, and to create traps that look like openings for his foes.
  • Cool Sword: The cover art shows him with a wicked looking oriental sabre, with a golden handle ornate with an emerald.
  • Dystopia Justifies the Means: He craves to rule the world solely to satisfy his lust for power.
  • The Dreaded: He is feared everywhere in Titan, by humans, dwarves, elves and everyone.
  • Emperor Scientist: A fantastic variation. He pushed the limits of mastery of magic beyond reach even of the best wizards, and used his discoveries to build his empire. He is now using them to Take Over the World.
  • Evil Genius: Nobody can deny that the sod is really smart.
  • Evil Gloating: He does love to gloat, and will often do so as you confront his Illusory Nightmares.
  • Evil Is Hammy: He often taunts you, loudly, as you progress in his lair.
  • Evil Plan: He can create powerful illusory nightmares from the fears of his victims, and plans to build a huge army of them to invade Titan, and increase it with each and every victim. Nice, but the unstoppable army is pretty standard. The way he goads Vanestin to concentrate his forces on what is in fact an empty target however...
  • Evil Sorcerer: One of the most classical examples in the entire franchise, but Tropes Are Not Bad.
  • Evil Sounds Raspy: He has a low, unnerving voice.
  • Evil Wears Black: Of course!
  • The Faceless: His face is never depicted in the illustrations and kept nondescript in the narration. The only thing we know is that it looks as evil as he is.
  • Final Boss: The final enemy of the game. With skill 10 stamina 17, he makes a powerful enemy, who can deal heavy damage before fighting with his attack spells.
  • Fireball: He hurls one costing -6 stamina at the beginning of the fight, and can later hurl smaller ones costing -4. Only -1 if you wear a bronze ring.
    • You can attack him with a fireball spell of your own
  • Glowing Eyes of Doom: Eyes that glow as much as the torches in his lair.
  • In the Hood: He always keeps his face hidden in the shadows of his hood, for additional creepy points.
  • Lean and Mean: Deathly thin and rotten to the core.
  • Magic Knight: Mordraneth is not only a powerful archmage, he is also very good with a sabre.
  • Man of Wealth and Taste: He lives in a stunning palace, whose entrance alone is luxurious and exquisitely decorated.
  • Master of Illusion: Mordraneth is so skilled with Illusion Magic that his illusions are undistinguishable from the real deal. They can affect reality and kill you for real.
    • Imagination-Based Superpower: He extracts the worst fears from the souls of his victims and materializes their worst fears and nightmares into materialized illusions. A fear of the dark causes darkness that swallows everything, a fear of drowning creates a tidal wave, and the fear of any monster, be they imaginary, makes them real.
    • Your Worst Nightmare: He weaponizes it.
  • Master of One Magic: Most wizards of the franchise play it straight, but he averts it by being expert in both necromancy and illusionionism.
  • Master Swordsman: He knows his way around, with a blade in hand.
  • Names to Run Away from Really Fast: Mordraneth does not make a pleasant picture. And let's not get started on his titles.
  • The Necromancer: Necromancy is Mordraneth’s main field of expertise. He can raise and control undeads just fine, but specializes in extracting and enslaving souls.
  • Out-Gambitted: At the beginning, Vanestin sends you to the Isle of Despair to rescue Alsande, while he sends his best wizards and warriors as a distraction, making sure that Mordaneth's spy concentrate on the diversion. Admittedly smart. But it was a trap and Mordraneth wanted him to act as such to strike from behind from the Isle of Despair while he is defenceless. Rather predictable when, but still well played.
  • Razor Floss: One of his deadliest spells conjures a sphere of threads of dark energy that strangle and crush its victims to death. If you have a silver ring you are protected, but if not you must test your luck to escape it, and automatically loose -4 stamina. If not you get killed.
  • Reality Warper: Mordraneth toys with the laws of magic to a huge extent. In addition to the aforementioned Anti-Magic and Your Worst Nightmare, he turns a small cavern into an immense and lavish subterranean palace, and distorts space to create a Pocket Dimension filled with his illusory nightmares named the Empire of Illusions.
  • The Red Baron: He is known and feared as the Supreme Necromancer, or the Great Necromancer, and he sure deserves it. He is less often referred to as the Stealer of Souls.
  • Sequential Boss: When you enter his lair, he first attacks you with a Fireball, and you can counter it with a spell of your own. Then you must reach him, and depending on how you act, he attacks either with a weaker fireball or with a dangerous Razor Floss spell. Then, you face him in a swordfight.
  • Sinister Surveillance: He can see and hear everywhere in his domain, and is even able to create images of himself or to make his voice heard to taunt you.
  • Sorcerous Overlord: He rules his own domain, and many bases in the world, with lots of monsters, spies and agents at his command.
  • Soul Power: He enslaves souls and draws power and knowledge from them, as well as fears he can materialize.
  • Squishy Wizard: Being frail and relying more on skill with weapons and mastery of magic than raw power makes him this. Subverted however, in that he avoids the downside of the trope by fighting as a Magic Knight.
  • Take Over the World: His ultimate goal.
  • Weak, but Skilled: Mordraneth is physically frail but a talented fighter, and a very powerful and incredibly skilled wizard.
  • Wizard Classic: Of the evil variety. You could not make an Evil Sorcerer whose looks scream the trope more.
  • Your Soul Is Mine: He can seize the souls of the deads and use them as he pleases.

Myurr, One of the Snake Demons

https://static.tvtropes.org/pmwiki/pub/images/myurr.jpg
Appears in: Dead of Night | Titan - The Fighting Fantasy World

The smartest of the Snake Demons, the highest tier of the Demon Princes lording over the Night Demons. The current Demon Princes being the only ones of their kind to escape banishment to the Void after the apocalyptic First Battle, who took over The Pit. Myurr rules the Plane of Rust in the Pit, commands the Night Demon Kalin, is worshipped by the Dark Elves, and is equally influent in the Pit and the Earthly Planes. He once planted false evidence of royal descent and assumed a human aspect to take the throne of Atlantis as a Hidden Backup Prince, spreading such sheer destruction that the Gods were forced to sink the entire continent, splitting the original continent of Irritaria into the Old World, Allansia and Khul.

In Dead of Night, you play a Holy Warrior known as the Demon Stalker, who thwarted too many of Myurr's plans, earning the Demon Prince's burning hatred. The game begins when he sends you a vision of him holding your parents captive, and you immediately set out to free them from his grasp and defeat him once and for all. But it quickly appears that Myurr is spreading chaos all over the country of Gallantaria, and that his ambition likely goes further than mere Revenge. You will need to overcome many, many troubles, before being reunited with your family.

  • Ancient Evil: He came into existence at the Dawn of Times.
  • Animal Motifs: He is a Snake Demon, but his personal symbol is the Toad, and believe it or not, he manages to make it creepy. The Demon-Slaying Sword you must use against him is even found embedded in the back of a toad statue, symbolizing how you use it to defeat him.
  • Antagonist Abilities: He is enormously powerful, beyond the normal maximum, Nigh Invulnerable, and highly resilient, even when you have the Weapon of X-Slaying that can harm him. And as if it wasn't enough, his four arms enable him to strike you multiple times at once.
  • Archenemy: You and Myurr have this dynamic, giving a refreshing deepening to the conflict. As The Paladin who defeated several of his lieutenants, twharted one scheme of his too many and being one of the few mortals able to stand up to him, you more than earned his staunch hatred. As for you, you hate demons since one killed your beloved brother, and everything he puts you and your parents throughout the story really makes you want to kick his scaly butt. And boy, does it feel good when you do.
  • Bad Boss: He is unforgivingly cruel to his servants.
  • Batman Gambit: He is frighteningly good at predicting how his foes and victim will act, and trap them accordingly.
    • Knowing that you will investigate the curse he cast on your hometown, he leaves a false clue leading to a dangerous trap for you to find.
    • So you gained the Weapon of X-Slaying, the only thing that can harm him? He set a trap at the entrance of the Very Definitely Final Dungeon to deprive you of it and leave you powerless.
    • He creates an image looking like your late brother's ghost giving you advice, that in fact lead you to jump through a window, with predictable results.
  • Berserk Button: The guy does not like being thwarted. Not at all.
  • Big Bad: The Demon Prince spreading disasters across Gallantaria to get back at you, and Titan only knows what more, whom you must defeat before he kills your parents.
    • Big-Bad Ensemble: The three Snake Demon Myurr, Sith and Ishtra can be seen as this for the franchise as a whole, as they influence directly or indirectly most of the Final Bosses.
  • Big Red Devil: Myurr's favourite aspect is that of a giant, humanoid demon of unspecified colour, with bat-like wings and the head of a snake.
  • The Chessmaster: He shows to be incredibly cunning and crafty, laying layers of traps all over Gallantaria to lure and kill you. Not only did he abducted your parents, but he replaced them by shape-shifted demons to fake their death and cover it up, cursing your hometown and leaving you as a Mis-blamed scapegoat for good measure. Much worse, after reaching him at last, he reveals that all the hardship faced were but incentives to lure you where he needed you, to use your life-force to unleash Hell on Earth and take over. You thought that he did it all for Revenge? Well think again...
  • Complete Immortality: Demon Princes cannot be killed, period. Should they be destroyed, their essence returns to the Pit to regenerate. Fortunately, the process takes centuries and is very painful.
  • The Corrupter: He's known for doing this regularly, as seen in the background above. Before Dead of Night he tried the same trick with a human king, turning him into a ruthless madman, but was stopped by the Demon Stalker. He turned the formerly neutral Netherworld Sorcerers into slavish husks of what they once were, who crumble into dust when he is defeated. Worse, he just need to look into one's eyes to corrupt them.
  • Demon Lords And Arch Devils: He's one of the three Demon Princes, the most powerful and influential demons who rule the Pit from the eldritch Palace of Agony, along with Ishtra and Sith.
  • Dimension Lord: He rules the Plane of Rust, and by extension the Plane of Obsidian ruled by his Dragon Kalin, and strives to take over the Earthly Planes.
  • Divine Ranks: The Demon Princes are of demigod status, and are worshipped by evil-doers all over Titan.
  • The Dreaded: Everyone is deathly afraid of him, and for a very good reason. Even you, a veteran Knight in Shining Armor go Oh, Crap! when you see your parents in his grasp.
  • The Evil Genius: One of the smartest villains of the franchise.
  • Evil Gloating: He takes great delight in rubbing the truth of his schemes to your face.
  • Evil Is Bigger: He stands over 13 feet tall, and is absolutely vile.
  • Evil Plan: Use your parents as hostages to lure you to him and settle your score. Or so it seems, but he in fact wants to combine the Netherworld Sorcerers' magic, your parents' life-force and your soul to open the Pit upon the Earthly Planes. Revenge is just icing on the cake.
  • Evil Overlord: Being a Demon Prince makes him one by default. Also he has an Evil Tower of Ominousness on the Cragrock Peaks on the Earthly Planes and armies of monsters, cultists worshipping him all around, and control over The Legions of Hell.
  • Eyes Do Not Belong There: When he appears to Magrand the Necromancer, the illustration depicts him as a toad-like demon with creepy eyes on his shoulders.
  • Final Boss: He is a highly powerful and considerably dangerous enemy, with skill 14 (2 over the normal maximum) stamina 25, no less. Worse, he strikes twice in the same attack round as if you were facing two equally powerful enemies. You can only harm him with the Demon-Slaying Sword, and the power boost it grants is the only way to stand a chance against him in the first place. But fortunately, there are ways to defeat him without fight.
  • Genius Bruiser: He is extremely intelligent, and more than able to squish the best warriors like flies.
  • Hellish Pupils: To make him even more evil-looking.
  • Hell on Earth: His ultimate goal is to create a gateway linking Titan to the Pit, to let the demons flood in, terraform Titan into a second Pit, and rule over both.
  • Holy Burns Evil: You can harm him by successfully throwing vials of Holy Water at him. Each successful shot costs him the result of a dice-roll in stamina.
  • I Have Your Wife: He kidnaps your parents to lure you out.
  • Impersonation Gambit: Shape-shifting as a mortal to infiltrate a community and wreak havoc is probably his favourite trick. And he is very, very good at it. Just see how well he did in Atlantis or in the intro.
  • It's Personal: When you mess up with his schemes too much to his liking, he adopts this attitude, and the results are not pretty. You spend the entire story experiencing it firsthand. But his ultimate goal is not mere vengeance, for he's planning a massive invasion of Titan, and using you as a catalyst is just a juicy bonus to make the deal sweeter.
  • Knight of Cerebus: He is the Big Bad of a very dark and bleak horror-themed gamebook. His influence is felt all over, corrupting everything and causing all sorts of disasters. He targets your parents, your best friend and makes you risk your very soul.
  • The Legions of Hell: He plagues the country with demons and demonic activities. His Mooks are one step ahead wherever you go, killing your allies and putting you through all kinds of ordeals.
  • MacGuffin Delivery Service: With an interesting twist. You, or to be more precise your soul is the McGuffin he needs to complete his scheme. All the ordeals he put you through were but incentives to lure you to his tower, for him to take. But not so fast! You won't surrender it without a fight.
  • Made of Evil: Demons are born from corruption of the gods' creation.
  • Made of Iron: Stamina 25 is a huge score, that means trouble galore for the Final Battle, especially with his Antagonist Abilities.
  • Magical Eye: His gaze increases the inner evil of those whose eyes he looks into. He does it to you if you try to destroy the Pyramid of Bones, and you must win a test of evil score to escape, lest he turns you into a Chaos Knight and makes you into his trusted lieutenant.
  • Manipulative Bastard: A consummate expert of the trade, expert in playing the right buttons and playing his victims. In the storyn he tricked the True Neutral Netherworld Sorcerers, the guardians of the Balance Between Good and Evil themselves, into siding with him, by making them believe that Good has gained so much influence that it threatens the balance, while it is in fact the complet opposite happening, because of him. Sure, he bypassed their spells of True Seeing, but still, that takes skill.
  • Mook Maker: The Demon Princes give life to half-human half-insect/arachnid Elite Mooks known as the Accursed and the Ishkarim.
  • Multi-Armed and Dangerous: Has four arms, and hits like a train.
  • Natural Weapon: His claws and fists. Also, he uses them less, but his kicks can be deadly.
  • Nigh Invulnerable: Only two things can harm him: the Demon-Slaying Sword and Holy Water.
  • No-Sell: Attacking him with your regular blessed blades does not even tickle him.
  • Our Demons Are Different: A Demon Prince of ever-changing aspect.
  • Paranoia Gambit: He starts the story by showing you a vision of your beloved parents suffering in his grasp. The fear of what he can do to them prompts you to go and save them, kickstarting the story.
  • Plague Master: He spreads a deadly pestilence in a city, causing countless casualties.
  • Puzzle Boss: He becomes this if you opt to destroy his Soul Jar rather than keep slashing at him. You must find and destroy the relic that maintains his projection on the Earthly Planes, to banish him back to the Pit and win without fight. Beware though, for any failed attempt exposes you to a retaliation. A painful one.
  • Reptiles Are Abhorrent: He's a massive and repulsive-looking snake demon with large wings and four arms, as well as being one of the vilest inhabitants of the Pit.
  • Revenge: He strives to get back at you, and he is hellbent on having it. And using you as the catalyst for his master plan is just even better.
  • Sssnake Talk: He ssspeaksss like thisss. And believe it or not, he makes it creepy.
  • Sore Loser: Myurr takes defeat very badly, and makes sure that those who thwarted his plans pay the heavy price.
  • Soul Jar: His tower hosts a series of items, one of which allows him to walk on Titan, albeit in a weakened form. Destroying said item can sever the link and send him back into the Pit. Namely, the Bone Pyramid. Beware though, for without a Priest Ring or the Demon-Slaying Sword, you might die in the resulting explosion.
  • Voluntary Shape Shifting: He frequently changes his aspect, and assumes a mortal appearance.
  • Walking Wasteland: His evil influence blights the entire country with plagues and disasters, and he plants eldritch Living Factories to further twist and corrupt the land until it becomes exactly similar to the Pit.
  • Weapon of X-Slaying: If you unveiled his treachery to the Netherworld Sorcerer, he gives you the only weapon that can harm Myurr, the Demon Slaying Sword. A powerful Infinity +1 Sword that grants you +4 skill against demons, no less! Beware though, for Myurr prepared a trap that can deprive you of it at the entrance of his tower.
  • Winged Humanoid: He is this under his favourite aspect.

Nazek, Master of the Midnight Cauldron

https://static.tvtropes.org/pmwiki/pub/images/nazek.jpg
Appears In: Spellbreaker

It Was a Dark and Stormy Night when you first met this crafty fellow. Who were you to refuse when a seemingly friendly stranger offered you shelter in his campfire? then suggested to take shelter in the nearby Abbey, when the storm broke out?. Little did you know that he used you to invite you in, for no evil can enter uninvited in Raissin Abbey, where the Black Grimoire is kept away from dark forces. And of course, he steals it and dissapears. Turns out that he was an orphan raised by the monks of the Abbey, who despite their tutelage became an Evil Sorcerer, worshipper of the evil Goddess of Sorcery Shekka. Nazek plans to use the Black Grimoire to release the Kurakil, a demon equal to the Demon Princes. It is up to you to make up for your mistake, to find him, and thwart his schemes before it is too late...

  • Authority Equals Asskicking: He is the most powerful and the best expert of dark magic of his coven.
  • Badass Bookworm: A very smart Manipulative Bastard and a very powerful and accomplished warlock, who can match expert warriors in battle.
  • Badass Longrobe: He is a very powerful Evil Sorcerer, clad in a black robe covered in sigils and symbols.
  • Bad Moon Rising: Nazek is waiting for the night of Shekka's Moon, also known as the Witches' Moon: A gloomy night happening once every thrity seven years, in which the moon rises blood-red, spreading the power of Shekka all over Titan and vastly empowering practices of The Dark Arts. This is the only time in which he can free the Kurakil. If you take too long to reach Nazek's lair, it will be too late.
  • Big Bad: The Evil Sorcerer who tricked you to get the McGuffin and tries to set free the Kurakil.
  • Creepy Child: He was this growing up, much to the monks' dismay, performing experiments of Black Magic at the tender age of twelve years old.
  • The Dark Arts: His specialty and mastery. He is very proficient with demon summoning.
  • Dystopia Justifies the Means: By unleashing the Kurakil, Nazek plans to wreak untold destruction upon the continent of the Old World, likely to dictate his law to what is left.
  • Evil Genius: Nazek is a very clever and crafty fellow, who plays you like a fiddle in the beginning, and uses the Black Grimoire to make sure that he can handle the Kurakil he plans to release.
  • Evil Is Not a Toy: Subverted. Nazek plans to release one of the mightiest demons of the Pit, but it is clear that mastery of the Black Grimoire would make him unstoppable with or without the Kurakil. Plot-wise, the Kurakil is merely the Climax Boss Greater-Scope Villain while he is the Big Bad and The Heavy, and he basically makes one of the monarchs of Hell is bitch...
  • Evil Makes You Ugly: Boy howdy! Just look at the picture...
  • Evil Plan: Phase one, using an unsuspecting traveller to infiltrate Raissin Abbey. Phase 2, get the Black Grimoire and the Casket of Shadows. Phase 3, use the Grimoire on Shekka's Night to release the Kurakil and bring about The End of the World as We Know It. Part one is successful because of you, which is why you set out to prevent phase 3.
  • Evil Sorcerer: Not only he is one, he's also in charge of a whole coven of malevolent witches and wizards. He is one of the few of the franchise who are not a full-fledged Sorcerous Overlord, but is well on his way to become one.
  • Evil Wears Black: He wears a black robe.
  • Faux Affably Evil: He was perfectly cordial with you at the beginning, but this was but an act. After he drops the pretense, he keeps calling you "my friend" and speaks to you in a pretty cordial way, while still jeering at you and trying to kill you.
  • Final Boss: After dealing with Kurakil and the Casket of Shadows, he's the only threat left to eradicate. With skill 10 stamina 9, he is powerful and takes advantage of your weakened state after the tremedous fight against the Kurakil.
    • Post-Climax Confrontation: Nazek might be the Final Boss, but he is pretty much a breeze after vanquishing the much deadlier Kurakil. The battle against him happens after killing the Kurakil and sealing the Casket of Shadows, the true climax of the game, to the point that he can be regarded as a Post-Final Boss.
  • Glowing Eyes of Doom: The illustration depicts him with his eyes creepily gleaming through the shadow of his hood.
  • In the Hood: As seen in the picture, in an attempt to hide his Voldemortesque visage.
  • It's Personal: Let's justs say that you really don't appreciate having been made a fool, and that it feels very good when you finally skewer him on your blade.
  • Knife Nut: He fights with a sacrificial dagger and proves quite handy with it.
  • Knight of Cerebus: Nazek is the Big Bad of one of the darkest books of the franchise, full of horrible plagues, witches and wizards cursing the land, innocent getting burned at the stake, fanatics imposing trials, rabid witch hunters with Black and White Morality, and more. All of which you experience firsthand and most of which is his doing.
  • The Last Dance: When you have him at sword point, he tries to invoke the dark powers of Shekka to destroy you in a villainous Death-or-Glory Attack. You must win a test of evil to finish him off, or get corrupted by the evil of Shekka's moon.
  • The Leader: Nazek rules a coven of evil witches and wizards named the Midnight Cauldron. They are quite expanded, and have a hand in most, if not all the demonic activities and evil phenomenons plaguing the countriside.
  • Lean and Mean: There in thin, there is unealthily skinny, and there is Nazek... Seriously, the sod could be undead and it would not change a thing.
  • Magic Knight: He is a very powerful wizard, and proficient with a dagger in hand.
  • Manipulative Bastard: Nazek is very good in playing people into serving his interests without them knowing. You yourself can attest it.
  • Monochromatic Eyes: His eyes are entirely white, and would not look out of place on a corpse, yet he is alive.
    • Prophet Eyes: Subverted. He has them but is not blind, and is not a Seer. This is just to make him look creepy, and it works.
  • Moses in the Bullrushes: He was an orphaned baby left at the doors of Raissin Abbey, who was found and raised by the monks.
  • Must Be Invited: The reason why he couldn't enter Raissin Abbey on his own, as no evil can enter uninvited. He set it all Then, you urged him to enter to take shelter from the pursuing demons... Nice Job Breaking It, Hero!...
  • The Noseless: Of the creepiest variety: the one who should have a nose, but have skull-like nostrils instead.
  • Obviously Evil: Thin as a rake, skeletal visage, pale skin, hood? Yup, what a trustworthy fellow...
    • You not noticing it might makes readers go What an Idiot!, but he was careful to hid it in the dark of the night, passing as a pilgrim and feigning kindness to lower your guard.
  • A Pupil of Mine, Until He Turned to Evil: He was raised in Raissin Abbey, but he soon manifested an uncanny interest for The Dark Arts. Before they could stop him, he ran away when he was twelve years old to become the villainous warlock he's today.
  • Rapid Aging: He can cast a spell that makes you age for more than a century, reducing you as a skeleton in a few seconds. Never use a bone ring against him.
  • Sequential Boss: First you must survive the venomous spiders he summons, then you must fight him, and finally you must survive his final trick to finish him off and settle your score once and for all.
  • Spider Swarm: He summons dozens of tiny but highly venomous spiders all over your body after you destroy the Kurakil. You need a Venom's Bane potion to survive and settle your score with him.
  • Squishy Wizard: While his magic is powerful, his frail body isn't suited for fighting, as evidenced by his quite low stamina score.
  • Summon Magic: He specialize in summoning demons to fight on his behalf, including a Brimstone Demon in the Abbey and an invisible assassin demon later on.
  • The End of the World as We Know It: His big goal is to release the Kurakil from the Casket of Shadows in which he is trapped, which would spell doom to Titan.
  • Timed Mission: You have four days to catch up with Nazek and defeat him, or else he unleashes the Kurakil and lets him loose on the world, backed by his own forces.
  • To Create a Playground for Evil: Nazek's goal in a nutshell. With him on top of course.
  • Tome of Eldritch Lore: The Black Grimoire that Nazek stole from Raissin Abbey is the most dangerous grimoire of Black Magic in Titan, full of the worst secrets and vilest rituals ther is. With that in hand, Nazek is pretty much unstoppable, with or without the Kurakil.
  • Undeathly Pallor: Nazek's skin is a deathly greyish white, to complete his undead-like looks.
  • Weak, but Skilled: He is deathly frail and not much of a physical match, instead owing his power to his vast mastery of magic.
  • Young Conqueror: He is a young man who controls a vast and influential coven of warlocks, and is about to raise a huge army of warlocks, demons, undeads and mosnters.
  • Younger Than He Looks: Would you guess that he is a young man in his early to mid twenties by looking at him? Yeah, pretty incredible...

The Night Dragon, Ancient Evil From Before Time

https://static.tvtropes.org/pmwiki/pub/images/night_dragon.jpg
Click here to see the Night Dragon Skull 
Appears in: Night Dragon | Titan - The Fighting Fantasy World

A nightmarish, eldritch monster from before Time itself, and an evil counterpart of sorts to the Dragon God Kilanirax himself. It was, along with the equally nightmarish Black Gargoyle, the mightiest and most formidable general of the Demon Gods during the apocalyptic First Battle. It escaped banishment to the Void after its lords' defeat, for it was defeated in battle during the war or shortly after, and put into a slumber that was to last for eternity. Alas, eons have passed and it is now on the verge of awakening. An Apocalypse Cult is working to bring about his return, and the legendary Conclave of Dragons gathers to find a hero who could prevent it. You. If the Night Dragon resurfaces, everything will be blown away like dust under the icy northern wind. Will you be worthy and skilled enough to stand against such seemingly un surmontable odds? Time to find out...

  • Ancient Evil: Like other examples on this page, he predates Titan.
  • Animalistic Abomination: For a given value of animal, it is a living Nightmare Fuel in the shape of a giant, demonic, nightmarish, and alien-looking dragon, as well as a Walking Wasteland whose mere presence plagues its surroundings and corrupts the Dreamtime.
  • Antagonist Abilities: As if being nothing less that the mightiest foe ever fought head on in the franchise was not enough, it has a devastating Breath Weapon, its deals deadly blows and can surround itself with shadows that deflect your strikes, and it cast powerful magic. Long story short, this is not a Final Boss you will forget anytime soon.
  • Antagonist Title: That's its name. No more is needed.
  • Apocalypse How: What it has in store for your world. Obviously, you beg to differ.
  • Attack of the 50-Foot Whatever: He's easily twice the size of a normal dragon, themselves already way over fifty feet.
  • Battle in the Centre of the Mind: You can fight an oneiric projection of the Ancient in the Dream time. If you break a statuette in its likeness in the Black Corridor. Destroying it weakens the real beast.
  • Beast of the Apocalypse: If it awakes, you can kiss Titan goodbye. Simple as that.
  • Big Bad: It remains in slumber for most of the story, and is only encountered in the end, but it is still the greatest threat Titan ever knew since the First Battle, and its influence expands all over the land, even beyond the actions of its worshippers.
  • Black Magic: It can cast magic at you, and will if you try to shoot it, rusting your Sacred Chainmail and reducing its power boost. If you destroyed the Pyramidal Cell beforehand, it won't be able to use magic though.
  • Body Horror: Even by dragon standards, it's a huge pile of body horrors. Its aspect alone is alien to all dragon species .
  • Breath Weapon: A given since it is a Dragon.
  • Casting a Shadow: Has power over primordial shadows and darkness, including his Breath Weapon. It attacks by conjuring shadowy threads costing -4 stamina, and surrounds itself in defensive shadows. You can dispel the shadows with a Sphere of Light.
  • Clipped-Wing Angel: After you kill it, its severed skull animates itself and grows a series of spidery appendages, to resume attacking you, though thankfully he's much weaker in this form.
  • Cold Flames: Its oneiric projection breathes cold fire as deadly as the regular Night Dragon's breath. If you deflect it with the Sacred Shield, it won't be of any use against the real deal. Fortunately, this one can be dodged.
  • Color-Coded for Your Convenience: It is an Animalistic Abomination, coloured in pitch black, silver and cold blue.
  • Cosmic Entity: The Night Dragon is a threat even to the gods themseves, and is more of an eldritch avatar of destruction in dragon form than anything else.
  • Creepy Awesome: It sure is impressive despite (or because) being so damn scary.
  • Dark Is Evil: Pitch black with darkness powers, and pure evil.
  • Deadly Gas: It exhales them in its Clipped-Wing Angel form, but they don't harm you.
  • Defeating the Undefeatable: What you're up to when you face it. Downplayed and/or Justified, since the monster, despite its incredibly high scores, is only half-awake and thus not at full power. One shudder to think how nightmarish it would be at full might, and it full possession of its mind and senses...
    • Did You Just Punch Out Cthulhu?: Yes, you will, when you defeat it. Keith Martin, no stranger to the That One Boss trope created the greatest challenge he could think of, and you just overcame it. Admit it, it feels great.
  • Divine Ranks: It is roughly on par with the lesser-tier Gods and is worshipped by evil doers.
  • Dragons Are Demonic: Plays this trope straight as an arrow.
  • The Dreaded: Downplayed, since very few remember the Ancient's existence, but those who do are absolutely terrified of the prospect of its awakening. Even the Always Chaotic Evil Dark Elves do not want to deal with it, and given how bad they are in other books, it tells quite something.
  • Dream Walker: The Night Dragon can roam the Dreamtime at will.
  • Dream Weaver: The Night Dragon's mere presence in the Dreamtime spreads nightmares all over.
  • Evil Counterpart: It is this to the Dragon God Kilanirax, noting less!
  • Eviler Than Thou: The Dark Elf in the prologue states that it's far and away the worst threat on Titan. Compared to the Night Dragon, every other villain, be they Demon Princes or Archmages, look positively cuddly.
  • Evil Is Bigger: It is absolutely gigantic and there is no greater evil this side of the Dark Gods.
  • Final Boss: By far the mightiest of the franchise. It is an extremely powerful enemy with skill 17 (5 points over the maximum!) stamina 32 (if not more depending on how long you took to reach it.) Even worse, its blows costs -3 stamina instead of the regular 2, and it is surrounded in shadows that can deflect your blows 1 in 6 times. Boy does it packs a mean punch... With only one Sacred Weapon, let alone zero, a snowball stands a better chance of survival in an oven. Fortunately, with the three weapons and having weakened it beforehand, it is much more manageable.
    • Post-Final Boss: After you kill the monumental beast, its severed head animates itself and grows spider legs. With skill 11 stamina 12, it is powerful, and especially dangerous considering your weakened state after such a battle, but nonetheless an absolute joke for someone who could defeat it. Then, you must safely exits the caves to finish the game and savour your victory.
  • Final Boss Preview: Fighting the beast's oneiric projection in the Dreamtime gives you a taste of what expects you. It is a very powerful and dangerous enemy with skill 12 stamina 16, who breathes Cold Flames before fighting, costing you no less than -6 stamina. This would have made a tough Final Boss in another gamebook, but here it is only a starter. You can dodge it, but don't use the Sacred Shield or it won't be of any use against the Ancient. Winning this battle weakens it by -1 skill and -2 stamina and makes the real fight easier.
  • Four-Fingered Hands: Its front paws look more like humanoid hands than anything else.
  • Giant Flyer: You never see it fly, but it is kriffing ginormous and has huge wings, clearly not meant for decoration.
  • Glowing Eyes of Doom: Cold blue eyes glowing a creepy light.
  • The Heavy: The title displays its name, it is on the art cover, the story's goal is to destroy it, and the Cult of the Night Dragon that antagonizes you throughout the story would not exist without it.
  • Heavy Sleeper: It has been slumbering for eons and eons, and everyone would rather it would never awake. Alas, its slumber shall end soon.
  • Instant Awesome: Just Add Dragons!: As a Dragon it ought to be gigantic, awe-inspiring and extremely powerful, and it does not disappoint. What could be better than a dragon for the mightiest foe of the series?
  • It Can Think: Even half-awake and acting mostly out of instinct, it displays some cunning, trying to weaken your power boosts and using defences, while its awesome might should be more than enough. It recognises your Sacred Weapons and has likely grown wary of their wielder, hinting that it could be a Genius Bruiser if fully awake.
  • Load-Bearing Boss: Vanquishing it causes the Very Definitely Final Dungeon to collapse and explode in a volcanic eruption.
  • Made of Evil: Clearly so.
  • Monster Lord: It is the first evil dragon Titan ever knew, and far and away the mightiest.
  • More Teeth than the Osmond Family: One of the most normal aspects of the character.
  • Mysterious Past: Whether it was created by the Demon Gods, twisting Kilanirax's designs, or corrupted after being born (and if so how) is never explained.
  • Natural Weapon: Its claws and fangs are bigger than a human arm and sharper than blades, and its spike-covered tail can crush rocks.
  • Nightmare Face: Just in case you haven't noticed. It. Is. Bad. News. Even a normal dragon's face would seem cute in comparison.
  • No Name Given: And it could hardly care any less.
  • Obviously Evil: Anyone who fails to get it's alignment in a single glance should seriously consider an eye-check. Provided they still can...
  • Omnicidal Maniac: Mortals, animals, plants, living, undeads, Good, Evil, the Night Dragon won't leave any being alive on its wake.
  • Orcus on His Throne: Justified in that the Night Dragon is still slumbering for most of the story, and must rely on its cultists' armies of Stalkers to do its will.
  • Our Dragons Are Different: An Eldritch Abomination based on draconic designs.
  • Person of Mass Destruction: Or should we say, being, for lack of a better word... with the power to devastate the entire world.
  • Physical God: Basically an evil dragon god, and worshipped by atrocious sects of fanatics.
  • Playing with Fire: It breathes fire, as expected from a dragon.
  • The Red Baron: The Night Dragon is also referred to as the Ancient.
  • Religion of Evil: The idol worshipped by the aptly named Cult of the Night Dragon, who seek to awake it.
    • Apocalypse Cult: The Adepts of the Night Dragon know full well that their idol will obliterate everything in sight, and actively try to let it do so. Do they hope to be spared and rule over the ashes? Do they want to go out in a blaze, litteraly, and take the world with them? We will never know, but they sure are utterly twisted.
  • Reptiles Are Abhorrent: All the more abhorrent when they it is a monumental, ungodly abomination looking like a very huge reptile.
  • Sealed Evil in a Can: A can whose lid is about to open soon.
    • Leaking Can of Evil: The Night Dragon's influence is already spreading. Not only does it plagues the Dreamtime with nightmares, but monsters all around are rising. It is heavily implied that the undead warrior clan shaman was corrupted by its influence, and that the basilisks who turned the dwarves to stone was sent by it after they Dug Too Deep near its resting place. All this without his worshippers' interference.
  • See the Invisible: Don't waste your time with Invisibility Potions...
  • Sequential Boss: First you must reach it, and avoid a powerful attack of darkness. Second you must deflect its flaming Breath Weapon or lose 6 points of damage. Third you must fight it in a tremendous battle. [[And fourth you must fight its animated skull.]]
  • Shout-Out: His looks and the description of his lair calls to mind Franchise/Alien. His final form calls to mind The Thing instead.
  • Spider Limbs: Its skull grows a set of these to walk around and fight you after you slay the main body.
  • Spikes of Villainy: It's entire body is covered in scary spikes and pointed protrusions, fitting its demonic nature.
  • Time Abyss: It already existed when Titan was created by the Gods, and is older than Time itself.
    • Living Relic: Only divine beings survived the Age of the Gods. The forces of Evil of which the Night Dragon was part brought its end.
  • Throat Light: Its mouth filters a cold and creepy blue light, and exhales luminescent fumes. Eldritch we tell you.
  • Weapon of X-Slaying: There are three Sacred Weapons designed to fell this beast: a Sword to slay it, a Shield to withstand its Breath Weapon, and a Chainmail to withstand its blows. It was already defeated once at the Dawn of Times by a divine hero wielding theses, and is so deathly afraid of the sword that the mere sight of it makes it loose the first attack round. Each one is an Infinity +1 Sword in itself that grants a huge power boost, but you need at least two to stand a chance in the Final Battle.

Orghuz of Gorak, Fallen Vessel of the Malice

https://static.tvtropes.org/pmwiki/pub/images/orghuz.jpg
Appears in: Chasms of Malice | Titan - The Fighting Fantasy World (for The Malice)

Once in the continent of Khul, Tancred The Magnificent and his younger brother Orghuz saved the underground-dwelling Gaddon people from an Ancient Evil known as the Malice. Orghuz was killed and his corpse became the demonic spirit's vessel, that it used to attack his brother's newly founded kingdom of Gorak. The Malice, now one and the same with the once great hero, was sealed along its seven demonic servants known as the Khuddams. Alas, eight hundred years later, they are about to resurface and destroy the continent. It is now up to the last descendant of Tancred to destroy the Malice and the Khuddams once and for all, and release Orghuz's soul from his torment...

  • 24-Hour Armour: He is always seen with his armour, which for all intent and purpose has become his second skin.
  • Aerith and Bob: Tancred is a perfectly legit name, if very old fashioned and hard to come by nowadays. Orghuz on the other hand...
  • All There in the Manual: In the story proper, Orghuz is presented as if he made a Face–Heel Turn and became an Evil Overlord. It is mentioned that he is full of Malice, but no further explanation is given. The guide books explain exactly what is the Malice and how Orghuz got his Dark Powers.
  • Ancient Evil: The Malice was involved during the First Battle at the Dawn of Times.
  • Antagonist Abilities: Orghuz is a very powerful foe, who cannot be defeated unless all seven Khuddams are killed, and even then, defeating him is not enough to fully destroy him.
  • Antagonist Title: Not Orghuz himself, but the Malice.
  • Attack Its Weak Point: After defeating Orghuz in battle, you must strike his weak point to fully destroy him. It's his left knee. If you hit anywhere else you damage yourself and must guess again or, if you killed him with a sword tempered in the Heartflame of Minosaddurr to kill him, fight him again.
  • Badass Cape: He wears a long, black cape.
  • Bash Brothers: He used to be this with Tancred. Toghether, they defeated the Malice, but at a price.
  • Big Bad: Orghuz is the mighty Evil Overlord invading your entire country, and threatening the entire continent, if not Titan as a whole, that can only be killed by his brother's heir.
    • In truth, he is but an undead carcass that the Malice is using as a vessel to interact with the World.
  • The Black Knight: He fits all criteria, except that is armour is not black.
  • Boss Rush: He is one all by himself. You must face him once, then once again for each of the seven Khuddams you did not destroy. Though only if you didn't temper your sword into the Heartflame. If you did, you can just skip to the final part where you guess his weakspot after killing him once.
  • Carry a Big Stick: One of the images he creates of himself carries a huge mace.
  • Cool Helmet: He wears a classy helmet with horn-like ornaments.
  • Cool Sword: Orghuz wields one of the Twin Swords of Light, that was forged for his brother and him to use as the two Back-to-Back Badasses they used to be.
  • Darth Vader Clone: A powerful Fallen Hero, and a Laser Blade-wielding Tin Tyrant, who is part of your family... The only thing missing is him stating ominously "Tancred's heir, I am your great-great-great-uncle." Granted, that would not make such an impression.
  • Demonic Possession: The Malice use Orghuz as a shell to walk around.
    • Dying as Yourself: When you destroy his Malice-possessed shell, his soul is set free and his corpse is buried with the royalty of the kingdom. As for the Malice, the gods cast it into the Void for eternity.
  • Dystopia Justifies the Means: The Malice wants to invade the continent of Khul, but not to rule it in the political sense of the word. More to spread chaos and destruction all over For the Evulz, likely To Create a Playground for Evil.
  • Evil Is Hammy: Like you would not believe.
  • Evil Laugh: He mocks your failed attempt at striking him down.
  • Evil Overlord: Super powerful? Check! Dark Powers? Check! Commands an army of evil Mooks? Check! Threaten the continent? Check, and checkmate! He is even a Tin Tyrant and Fallen Hero for crying out loud!
    • But while the Malice plays the trope thoroughly, Orghuz himself is a subversion.
  • The Evil Prince: The king's younger brother who became evil for a bid towards the throne? How unoriginal...
  • Evil Sounds Deep: His voice is booming and gavernous.
  • Eye Beams: Downplayed. His eyes emit a continuous beam, but they do not affect you in battle.
  • The Faceless: You never see what his face looks like under that helmet of his.
  • Fallen Hero: Orghuz was a once great hero, trusted brother-in-arms to Tancred in more ways than one.
  • Final Boss: He is a powerful foe With skill 10 stamina 12, who can only be destroyed by Tancred's Twin Sword of Light. You must fight him several times if you did not kill all Khuddams, or if you didn't tempered your sword into the Heartflame earlier on.
    • Post-Climax Confrontation: After defeating him, you must destroy him for good. Then you must identify the traitor in the Badass Crew of royals knights. If you fail to identify him he will sink his dagger to your back out of desperate revenge. It's the third one, with the crossed daggers emblem.
  • Foolish Sibling, Responsible Sibling: He was reckless and overenthusiastic, which sadly got him killed.
  • Frontline General: He takes part in battle ahead of his troops, and confronted his brother this way. This is likely the way he faced the Malice.
  • Generic Doomsday Villain: He is super evil and mega dangerous, and what have you, but even with the family feud meant to pepper-up things, he lacks characterization, coming of as a Final Boss and little more. Worse, what exactly is the Malice is not even fully explained, leaving it as a mere bi-dimensional "super evil thingy from long ago".
  • Horns of Villainy: He wears stylized ones on his Cool Helmet, and two enormous ones as Shoulders of Doom.
  • Knight in Shining Armor: He was one, but now he is The Black Knight through and through.
  • Laser Blade: Downplayed. He wields a normal, if magic, blade but glowing a magic light that gives the impression.
  • Light Is Not Good: He wears a wondrous glass and diamond armour and wields a Sword of Light, but is as evil as an Evil Overlord can be.
  • Lord Country: Orghuz of Gorak, brother to the King of Gorak Kingdom.
  • Magic Knight: He is a powerful warrior with enormous Dark Powers.
  • Master Swordsman: He does not wield a magic sword for show.
  • No Name Given: Not Orghuz, but the Malice is never named.
  • Only I Can Kill Him: The only one who stands a chance against Orghuz is his you, The Hero, last descendant of his brother.
  • Our Spirits Are Different: The Malice is an evil ethereal force that needs to possess a victim to interact with the Earthly Planes. It is said that it is the diluted spirit of a Dark God destroyed during the First Battle.
  • Prepare to Die: He says this word for word before the Final Battle.
  • Puzzle Boss: Before fighting, you must find him among his doubles, and after, you must strike his weak point to finish him off. The question being where to strike?
  • Sealed Evil in a Can: The Malice was that when Tancred and Orghuz fought it. Orghuz-as-the-Malice was this again for eight centuries, but the can is leaking.
  • Self-Duplication: He creates two images of himself from his reflections in mirrors when you confront him, and you must find the real one. Its the one on the right. Choose wrong and the image shatters like glass, hurting you with the fragments.
  • Sequential Boss: First, you must find the real deal among his doubles. Second, you must fight him as many times as needed until he and all his Khuddams are mincemeat, but that can be (temporarely) bypassed if you plunged your sword into the Heartflame. Third (or more), you must strike his weak point and, if you used the Heartflame-empowered sword to bypass his resurrection trick, go through part 2 again.
  • Shoulders of Doom: He sports enormous horns on his shoulder-pads.
  • A Sinister Clue: He wields his weapons in his left hand.
  • Slave Collar: He uses those to compel people into serving him. This is the gloomy fate that befalls the head of the royal Praetorian Guard. Or could befall to you if you're not careful.
  • Slavery Is a Special Kind of Evil: He captures people who work as slaves in the mines, to unearth the iron he uses to create Slave Collars. If he has his way, everyone in Khul will wear his collars.
  • Soul Jar: Orghuz is bound to the Khuddams, and cannot be fully destroyed as long as at least once walks Titan. Making them multiply exponentially would not only give him the unstoppable army any Evil Overlord would dream of, but would make him indestructible as well.
    • Each time you fell him in battle but a Khuddam remains, the Malice sacrifices it to resurrect him. You can only hope to have killed many of them or at least used the Heartflame to strengthen your blade, or else the fight will drag on.
  • Time Abyss: The Malice existed for before Time came into the world.
    • Living Relic: Not sure that you could call either the Malice and Orghuz "living" any longer, but the Malice is a remnant of the Dawn of Times, who helped bring the Age of Gods to an end.
  • Tin Tyrant: An Evil Overlord covered from head to toe in dark armour.
  • The Undead: Orghuz is an undying carcass kept alive, for lack of a better word, by the Malice.
  • Your Mind Makes It Real: He can trap you in a room where his dark powers give life to your worst nightmares, to torment you endlessly until you die.
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