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