Gargantuan Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 15d8+105 (172 hp)
Speed: 40 ft. (8 squares), burrow 30 ft., climb 30 ft.
Armor Class: 27 (-4 size, +4 Dex, +17 natural), touch 10, flat-footed 23
Base Attack/Grapple: +15/+40
Attack: Greatsword +24 melee (6d6+19/19-20x2) or gore +24 melee (3d8+13)
Full Attack: Primary greatsword +24/+19/+14 melee (6d6+19/19-20x2) and 3 greatswords +24 melee (6d6+13/19-20x2) and gore +19 melee (3d8+13)
Space/Reach: 20 ft./20 ft.
Special Attacks: Spell-like abilities, summon demon
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 23, telepathy 100 ft.
Saves: Fort +16, Ref +13, Will +11
Abilities: Str 37, Dex 18, Con 24, Int 15, Wis 14, Cha 17
Skills: Bluff +21, Climb +21, Concentration +33, Diplomacy +21, Hide +10, Intimidate +21, Listen +24, Move Silently +22, Search +20, Sense Motive +20, Spot +24
Feats: Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Power Attack, Multiweapon Fighting
Environment: Infinite Layers of the Abyss
Organization: Solitary or pair
Challenge Rating: 13
Alignment: Always chaotic evil
Advancement: 16-30 HD (Gargantuan); 31-45 HD (Colossal)
Level Adjustment: -
The malezu is a true titan in battle. They serve as elite warriors in Abyssal armies, rushing headlong into combat, hoping to crush their opponent in a barrage of attacks before it has a chance to retaliate.
Towering over other demons, a malezu’s shear size strikes fear into demon and mortal alike. With four massive greatswords wielded in its eight arms, and a pair of cruel horns atop its head, few dare to brave head-to-head combat with a malezu. Unfortunately, they rarely have a choice, as it has been known to use its powerful horns to burrow through the ground and take enemies by surprise. Its burrowing leaves behind a usable tunnel about 15 feet in diameter. It has also been known to use its powerful arms to climb seemingly impossible surfaces and attack foes from above.
A malezu stands over 40 feet tall and weighs well over 50 tons. Malezu speak Abyssal, Common, and Infernal, although they rarely bother to do so.
A malezu prefers to put itself in the middle of a group of enemies, making a full attack with all four of its greatswords and its gore attack each round. Fleeing enemies are quickly struck down by its massive reach and multiple attacks of opportunity.
A malezu’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will - chaos hammer (DC 17), greater teleport (self plus gear only), unholy blight (DC 17); 3/day - dispel magic, word of chaos (DC 20). Caster level 15th. The save DC are Charisma-based.
Summon Demon (Sp): Once per day a malezu can attempt to summon 4d10 dretches or a hezrou with a 35% chance of success. This is the equivalent of a 4th-level spell.
Telepathy (Su): Malezu can communicate telepathically with creatures within 100 feet that speak Abyssal, Common, or Infernal.
Skills: Malezu have a +8 racial bonus on Concentration checks and a +4 racial bonus on Listen and Spot checks.Malezu have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Feats: In combination with its natural abilities, a malezu’s Multiweapon Fighting feat allows it to attack with all its arms at no penalty.