A dried corpse wearing resplendent robes and a golden circlet on its shriveled brow.
CR 13; XP 25,600
LE Medium Undead
Init +8; Senses darkvision 60 ft.; Perception +25
AC 28, touch 20, flat-footed 24 (+6 deflection, +4 Dex, +8 natural)
hp 184 (16d8+112)
Fort +11, Ref +15, Will +18
Defensive Abilities channel resistance +4, regal grace, rejuvenation; DR 10/chaotic and silver; Immune undead traits
Speed 30 ft.
Melee 2 claws +19 (1d8+6 plus 1d4 Cha damage) or brass axe +21/+16/+11 (2d6+9/19–20/×3) and claw +14 (1d8+3 plus 1d4 Cha damage)
Ranged brass bow +20/+15/+10 (2d6+9/×3)
Special Attacks charisma damage
Spell-Like Abilities (CL 16th; concentration +22)
1/day—dominate person (DC 21), quickened bestow curse (DC 20), quickened fear (DC 20), remove curse, word of recall (own tomb)
1/year—bless plants or diminish plants
Str 22, Dex 18, Con —, Int 19, Wis 15, Cha 22
Base Atk +12; CMB +18; CMD 38
Feats Alertness, Combat Reflexes, Improved Initiative, Quicken Spell-Like Ability (bestow curse), Quicken Spell-Like Ability (fear), Toughness, Weapon Focus (claw), Weapon Focus (longbow)
Skills Diplomacy +25, Intimidate +25, Knowledge (history)
Languages Common, Infernal, four other local languages
SQ royal offerings, royal way
Environment urban and ruins
Organization single, pair, or a dynasty (3—12)
Treasure double standard
Brass Weapons (Su) A malakuma can create axe or bow made of brass as a swift action. Either is a +3 weapon that deals damage as if was wielded by creature one size category larger, and crumbles to nothingness one round after leaving the malakuma's grasp. The axe has keen weapon property while the bow also is treated as adaptive composite bow.
Charisma Damage (Su) Malakauma's claws cause 1d4 points of Charisma damage per hit. Malakuma can also cause 1d4 Charisma damage with a melee touch attack. When Charisma damage inflicted by malakuma exceeds a humanoid's Charisma score, that humanoid dies and rises 1d4 rounds later as a wight in the service of malakuma. Members of royal families become Advanced wights. Malakuma can typically control up to 64 HD of wights.
Regal Grace (Su) Malakumas gain bonus to saving throws and deflection bonus to AC equal to their Charisma bonus.
Rejuvenation (Su) Malakumas reform in 1d12 months after being destroyed. To permanently destroy them, one needs to erase all the references to their name and all of their depictions.
Royal Offerings (Su) A malakuma desires reverence and sacrifices. Each day, an offering of an animal, flowers, liquors, and jewelry (though a cheap substitute is enough) needs to be made to appease malakuma. The person performing the offerings (typically the reigning king, queen, or royal heir, preferably one of the malakuma's kinfolk) has to make a Knowledge (nobility), Knowledge (religion) and a Diplomacy or Perform checks (DC 15, or 20 if one has no blood ties to the malakuma), these checks always fail on natural 1 or 2. Succeeding all three checks grants the person performing the rites +2 profane bonus to Charisma score, +4 bonus to saving throws against disease and poison, and constant detect poison with 5 feet range for the next 24 hours. For each failed test the malakuma inflicts 1d4 point of Charisma damage to the person performing the sacrifice. A malakuma that is not appeased for at least month goes on a rampage, slaying citizens of the realm that forsaken until a proper reverence is given to the dead king.
Royal Way (Su) All doors, gates, drawbridges, and similar barriers open before the malakumas within borders of the realms their ruled.
Malakumas are great kings, dead but not forgotten yet, enthroned in their tombs awaiting reverence and offerings from their descendants and their subjects. For the sacrifices they bless their scions with aura of royalty and resistance to disease and poison. They can be also pleaded for advice and blessings, in exchange for new monuments to their memory. In dire circumstances malakumas can be even roused to stand against invading enemies, but only when they are convinced their continued cult would be threatened.