Snail of Maleskari CR 16 XP 76,800
LE Large outsider
(devil,
evil,
extraplanar,
lawful)
Init +8; Senses darkvision 60 ft., see in darkness; Perception
+24
Aura fear aura (5 ft., DC 23)
Defense
AC 35, touch 17, flat-footed 27 (+8 Dex, +18 natural, –1
size)
hp 217 (15d10+135); regeneration
5 (good weapons, good spells)
Fort +18, Ref +17, Will +13
DR 10/good and silver; Immune fire, poison; Resist
acid 10, cold 10; SR 27
Offense
Speed 30 ft., fly 50 ft. (average)
Melee 3 bite +20 (2d8+10 plus infernal wound), tail +15
(2d6+5 plus infernal wound)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 16th)
At will—dispel
chaos (DC 21), dispel
good (DC 21), magic
circle against good, greater
teleport (self plus 50 lbs. of objects only), persistent
image (DC 21)
3/day—fireball
(DC 19), lightning
bolt (DC 19)
1/day—summon
(level 6, 3 barbed devils, 35%)
Statistics
Str 31, Dex 27, Con 28, Int 14, Wis
22, Cha 23
Base Atk +15; CMB +26; CMD 44
Feats Improved
Bull Rush, Improved
Sunder, Improved
Vital Strike, Iron
Will, Multiattack,
Power
Attack, Vital
Strike, Weapon
Focus (spiked chain)
Skills Bluff
+24, Diplomacy
+21, Fly
+15, Intimidate
+24, Knowledge
(planes) +20, Perception
+24, Sense
Motive +21, Spellcraft
+20, Stealth
+22
Languages Celestial, Common, Draconic, Infernal; telepathy
100 ft.
Organization solitary, pair, or wing (3–10)
Treasure standard
Special Abilities
Infernal Wound (Su) The damage a Snail of Maleskari deals
with its terrible Norman faces causes persistent wounds that deal
2d6 points of bleed
damage. Bleeding caused in this way is difficult to staunch—a DC 26
Heal
check stops the damage, and any attempt to heal a creature suffering
from an infernal wound must succeed on a DC 26 caster level check or
the spell does not function. Success indicates the healing works
normally and stops all bleed
effects.
Stun (Su) Whenever a Snail of Maleskari hits with a tail
attack, the opponent must succeed on a DC 27 Fortitude save or be
stunned for 1d4 rounds. This ability is a function of the Snail of
Maleskari, not of the spiked chain. The save DC is Strength-based.
The Snail is 9 feet tall, and weighs 700 pounds.
This creature is a "watch dog" for the god Maleskari. It goes where
he directs (anywhere in the Prime Material Plane) and tries to kill
whatever he is directed to.
It is a horrible thing to see, particularly if it has been created
with the souls of a family looking to advance themselves in the eyes
of the god.
This creatures looks like a huge snail with brown, yellow and black
stripes. There are 3 tentacles that have heads on the ends of each;
These look like the slimy, shiny stalks that have snail eyes. at the
end These have human faces on their ends. They are all Normans
that were sacrificed to the god for advancement in the eyes of the
god. They are Anacran (small face, close set tyes and a widows
peak), Decartan (a pale eyed, sad faced looser with a high forehead)
and Stemank (a corse featured guy with none of the Norman traits. He
looks angry!).
The tail is a weapon, but it's hidden