No articles on the cover at all, so I will pick some and see what I can riff off the cover.
But first, a man with one of the most absolutely STUPID names I have ever seen. Clark Ashton Smith, who could give us evocative names like Tsathoggua, created one of the worst fantasy names I have ever seen.
That can mean only one thing.
Inevitably, the D Company (I did posts on the D Company here and here with their archfoes here. ) is going to have to face this man.
This name is so bad, I think it probably shortens your lifespan.
Worse, he's supposed to be a scary, evil badguy. A sorceror who is bored out of his mind from living too long, so he does terrible things just because they're new and he's never turned an entire city into a turnip yet. In the story he's from, he kidnaps women and turns them to stone, then when people come to rescue them, he watches them navigate his dungeon, then turns them into beasts who become the guard monsters of his dungeon.
In other words, while his name is stupid beyond belief, he can make a suitable nemesis for the Company of D, or actual player characters. Manipulating Erac's Other Cousin, Twice Removed and Warduck into doing his bidding would likely be easy for him, and having some real foes to deal with would relieve his endless boredom.
Possibly he changed their name just to amuse himself. He certainly would mess with your PCs just to experience something other than boredom.
So here are his stats for when inevitably the PCs want to hack him into hamburger.
In a distant age, Maal Dweb was born and learned magic. He has lived for ages and is now *bored out of his mind*. He spends his time and vast arcane might screwing with people because he has nothing better left to do he hasn't already done a hundred times. He regards everyone around him as a tool to be used and manipulated, because he sees everyone, including the Icons, as beneath him. PCs who do some completely insane thing he hasn't seen before may well be spared as 'payment' for entertaining him. If you are careful and cautious and wise... he regards you as boring trash. (The Company of D, who can't do anything the normal way, are thus a good source of entertainment for him.) He likes to build death mazes, then watch adventurers blunder around in them.
Double-Strength 11th level Caster [humanoid]
Poison Dagger +16 vs. AC—100 damage and 15 ongoing poison damage (save ends)
C: Gaze Upon Daoloth +16 vs. PD (vs. 1 target up to faraway)-- 140 psychic damage and stuck (save ends)
If the target fails the first save: The target is also hampered (save ends)
If the target fails the second save: The target is also weakened (save ends)
If the target fails the third save: The target turns to stone and will require ritual magic to turn back.C: Spiral into Madness +16 vs MD (vs. 1d3 targets up to faraway) -- 70 psychic damage and confused (save ends)
C: Breath of the Void +16 vs PD (once per battle against 1 target up to faraway) --140 Necrotic and reduce their initiative rating for the fight by 2d6.
Open the Secret Highways of Azaranthus: As a quick action, once per battle, he and up to four allies can teleport away to any location he has ever seen in the Overworld, Underworld, or the normal surface world. He uses this to run away if he is close to death. A campaign victory can be used to block this after the first time, or ritual magic. A wizard with Teleport can make a DC 30 Intelligence check to trace the jump and take the party to him.
Potent Mind: He has resist Psychic 16+
King of the Maze: As a quick action, he can command one of his followers to move or make a basic attack.
PD 21 HP 576
Maal has intelligent iron golems who serve him and lesser golems as well. He can also use rituals to summon and bind a variety of horrors.