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Demon Malorum

Demon, Malorum
Image © Antonio Manzanedo, accessed at his Art Station page here

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—darknessdispel 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.
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