Demon, Malorum, Warden of the Abyss
“Meet the Malorum: The Ruthless Demon Commander Who Turns Chaos into Carnage!”
Appearance: A Malorum is an imposing figure, standing over 10 feet tall with a muscular, gray-skinned body covered in coarse, soot-streaked flesh that seems to exude a sulfurous stench. Its bestial visage is dominated by a pair of massive, curling bull-like horns, glowing red eyes that pierce through the darkness, and a mouth filled with jagged, yellowed teeth. Its hands end in clawed fingers, and its powerful legs terminate in blackened hooves, further reinforcing its demonic, predatory aura. Chains and crude iron adornments often drape its body, marking its status as both enforcer and tormentor.
Behavior: Malorums are cunning yet brutal, thriving on dominance and destruction. Despite the chaotic nature of their kind, they enforce discipline with a sadistic zeal, relishing the agony of those who falter under their command. They are fiercely loyal to their demonic superiors and revel in their role as intermediaries of punishment, often employing both fear and violence to ensure compliance among lesser demons. While capable of savage combat, they prefer to act as battlefield tacticians, coordinating chaotic fiendish hordes into devastatingly effective units. Their deep hatred for order outside their own chaotic hierarchy manifests in a relentless drive to undermine mortal and celestial realms.
Habitat: Malorums hail from the Abyss, where they dwell in vast, chaotic warrens of fire, ash, and obsidian spires. These regions are battlegrounds for power and survival, yet the Malorums maintain a measure of control over their domains by sheer force of will. On the Material Plane, they are often summoned by demon-worshiping cults or manifest at sites of immense suffering and corruption.
Modus Operandi: When operating among mortals, Malorums act as harbingers of destruction, scouting for weaknesses in societal or spiritual defenses. They are adept manipulators, using their infernal charm and cunning intellect to infiltrate and corrupt mortal organizations, often establishing cults dedicated to their demonic patrons. On the battlefield, they amplify the destructive capabilities of allied fiends with spells like haste and mass bull’s strength, while unleashing fiery devastation with fireball or unholy blight. In direct combat, they are relentless, trampling foes under their hooves and rending flesh with claws and horns.
Motivation: They are driven by a singular desire to enforce their twisted interpretation of chaos. Their existence is fueled by a mix of sadistic pleasure and a need to prove their worth to higher-ranking fiends. They see themselves as agents of demonic inevitability, working to spread fear, corruption, and pain across the planes. For a Malorum, every order carried out and every soul broken is another step toward climbing the infernal ladder, closer to their ultimate goal of absolute power within the chaotic abyssal hierarchy.
Malorum 5e
Malorum Pathfinder
Malorum, Adjutant Demon
Large Fiend (Demon), Chaotic Evil
Armor Class: 22 (Natural Armor)
Hit Points: 210 (20d10 + 100)
Speed: 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 18 (+4) | 20 (+5) | 16 (+3) | 14 (+2) | 20 (+5) |
Saving Throws: Strength +12, Dexterity +9, Constitution +10, Wisdom +7, Charisma +10
Damage Resistances: Acid, Fire, Lightning
Damage Immunities: Poison, Necrotic
Condition Immunities: Charmed, Frightened, Paralyzed, Stunned
Senses: Darkvision 120 ft., Passive Perception 14
Languages: Abyssal, Common, Infernal, Telepathy 120 ft.
Challenge: 14 (11,500 XP)
TRAITS
Aura of Despair. The Malorum radiates an aura of crushing despair in a 30-foot radius. Any creature that starts its turn within the aura must succeed on a DC 18 Wisdom saving throw or become frightened until the start of its next turn. On a successful save, the creature is immune to this aura for the next 24 hours.
Infernal Command. As an action, the Malorum can issue a demonic command to any number of demons it can see within 60 feet of it. The affected demons can take the Dash, Disengage, or Dodge action as a bonus action on their next turn. Additionally, the Malorum grants them advantage on their next attack roll. This effect lasts for 1 minute.
Fiendish Fortitude. It can spend 1 hit die as a bonus action to regain hit points equal to the roll + its Constitution modifier (5).
Legendary Resistance (3/Day). If the Malorum fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Malorum has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. It makes three attacks: one with its Gore, one with its Claws, and one with its Greatsword.
- Gore. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 7) piercing damage.
- Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 7) slashing damage.
- Flaming Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 29 (4d8 + 7) slashing damage plus 10 (3d6) fire damage.
Baleful Prayer (Recharge 5–6). It can fill the air around it with the cries of cursed souls. Each creature of the Malorum’s choice within 30 feet must make a DC 18 Charisma saving throw. On a failed save, a creature takes 35 (10d6) necrotic damage and has disadvantage on attack rolls and saving throws until the start of the Malorum’s next turn. On a successful save, a creature takes half damage and suffers no further effects.
Hellfire Torrent (Recharge 5–6). The Malorum exhales a stream of infernal fire in a 30-foot cone. Each creature in the cone must make a DC 18 Dexterity saving throw. A creature takes 42 (12d6) fire damage on a failed save, or half as much on a successful one.
Trample (Recharge 4–6). The Malorum can move through a creature’s space as part of its movement. The creature must succeed on a DC 18 Strength saving throw or be knocked prone and take 18 (2d10 + 7) bludgeoning damage.
LEGENDARY ACTIONS
The Malorum can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The Malorum regains spent legendary actions at the start of its turn.
- Fiendish Charge. It moves up to its speed without provoking opportunity attacks.
- Demonic Slash. The Malorum makes one Claw attack.
- Infernal Command (Costs 2 Actions). The Malorum uses its Infernal Command ability.
- Dark Flame (Costs 3 Actions). The Malorum conjures dark flames around a creature it can see within 60 feet. The target must make a DC 18 Dexterity saving throw or take 24 (7d6) fire damage, or half as much on a successful save.
TACTICS
- Strategic Command. The Malorum thrives in combat by coordinating its minions. Before entering a fight, it will use its Infernal Command ability to direct other demons, ensuring they overwhelm foes with powerful attacks or set up advantageous conditions.
- Fear and Disruption. It uses its Aura of Despair to cripple enemies’ morale, making it easier for its minions to attack and for the Malorum itself to strike with precision.
- Terrifying Damage. The Malorum leads with its Flaming Greatsword and Trample attack, utilizing its large form to crush foes while its Hellfire Torrent continues to devastate large groups. If faced with strong spellcasters, the Malorum will close the distance to neutralize them quickly.
- Survivalist. If the Malorum’s health gets too low, it will use Fiendish Fortitude to recover, ensuring it continues to command the field.
MOTIVATION AND ROLE
The Malorum is a ruthless tactician, always seeking to command, manipulate, and destroy. As a demon of the Abyss, it enjoys chaos and suffering but finds its greatest pleasure in using others as instruments of its will. It serves as a leader among other demons, guiding them to complete infernal missions or simply reveling in the power of commanding destruction.
Often found in the service of greater demon lords like Baphomet or Lamashtu, the Malorum is a master of command, drawing its strength from infernal armies and the pure joy of watching others carry out its will. It believes that only through relentless strength and manipulation can one achieve true power, and it will use every tool at its disposal to achieve that end.
Malorum
This gray skinned humanoid seems the very image of a demon—its bestial head is crowned with bull-like horns and a sulfurous stench emits from its pores.
Taken from the Creature Codex
Malorums, sometimes referred to as adjutant demons, are intermediaries in demonic hierarchies that transmit orders from high ranking fiends and ensure that the grunts and lackeys perform their tasks. Due to the chaotic nature of demons, this is an ever-thankless task, but one that the malorums launch themselves into with malicious glee. A malorum is created from the soul of a chaotic evil mortal who used orders from their superiors as a justification for wicked deeds.
In combat, a malorum is a brutal foe, and is capable of coordinating the efforts of demons in a way that few others can. This typically means that the malorum augments the abilities of other fiends through the use of its spells and magical abilities, and then lets them loose to do what they do best. A malorum especially enjoys the feeling of flesh tearing and bones breaking beneath its hooves.
In the world of mortals, malorums are sometimes found scouting for demonic incursions or simply spreading fear and pain. Although malorums serve a wide variety of vile causes, they are prized by some demon cults for their combination of brutal strength and cunning intellect. As such, malorums frequently work for and with cults of demon lords that display similar dualistic tendencies, such as Haagenti, Baphomet and Lamashtu.
Malorum CR 8
XP 4,800
CE Large outsider (chaos, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft., Perception +14, scent
Aura stench (10 ft., 1 minute, DC 19)
Defense
AC 23, touch 13, flat-footed 19(-1 size, +4 natural, +11 natural)
hp 95 (10d10+40)
Fort +11, Ref +7, Will +8
DR 5/cold iron and good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 19
Offense
Speed 40 ft.
Melee gore +15 (2d6+6), 2 claws +15 (1d6+6)
Space 10 ft.; Reach 10 ft.
Special Attacks baleful prayer, punish fiend, trample (DC 21, 1d8+9)
Spell-like Abilities CL 8th, concentration +12 (+16 casting defensively)
At will—darkness, dispel magic, greater teleport (self plus 50 lbs. only), scorching ray
3/day—fireball (DC 17), unholy blight (DC 18)
1/day—air walk, haste, mass bull’s strength, summon (2 schir, 60% chance, 4th level)
Statistics
Str 22, Dex 19, Con 18, Int 13, Wis12, Cha 18
Base Atk +10; CMB +17 (+19 bull rush); CMD 31 (33 bull rush)
Feats Combat Casting, Coordinated Maneuvers, Improved Bull Rush, Outflank, Power Attack
Skills Bluff +17, Intimidate +17, Knowledge (history) +14, Knowledge (planes) +14, Perception +14, Sense Motive +14, Survival +14
Languages Abyssal, Celestial, Common, telepathy 100 ft.
SQ solo tactics
Ecology
Environment the Abyss
Organization solitary, pair, troupe (3-8) or platoon (3-8 plus 10-40 schir and brimoraks)
Treasure standard
Special Abilities
- Baleful Prayer (Su) As a standard action once per day, a malorum can fill the air around it with the cries of sinful souls. This functions as a prayer spell, except that its benefits are doubled for chaotic evil creatures and its penalties are doubled for lawful good creatures. The baleful prayer lasts for 1 minute.
- Punish Fiend (Su) A malorum’s natural attacks, as well as any weapons it may wield, overcome all damage reduction that an evil outsider may possess, except for DR/epic.
- Solo Tactics (Ex) All of the malorum’s allies are treated as if they possessed the same teamwork feats as the malorum for the purpose of determining whether the malorum receives a bonus from its teamwork feats. Its allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the malorum to receive the listed bonus.