Submitted for the Petty Gods project.
Although the thought of perfection in geometry amazes people, when it becomes a reality, they are terrified of it; that fear is Mal-Lam, who gains his powers from the right angles, regular shapes, and symmetric patterns of nature and our creations as well.
Name: Mal-Lam, The Fearful Symmetry
Symbol: three concentric circles in the colours of red, green, and blue
Talisman: an icosahedron made of silver glass
Movement: 60' (20')
Armour Class: 0
Attacks: 1 psychic strike or 3 tentacles
Damage: Special / 1d8+special
Save: Magic-User 13
Hoard Class: XIV
Mal-Lam communicates through reflecting surfaces or the most perfect works of art. He is aware of everything happening around such objects as if he had cast Clairvoyance and Clairaudience, unless they are covered with something (in case of mirrors) or turned intentionally imperfect (may be considered vandalism in civilised areas). Furthermore, he is capable of casting Suggestion thrice per day and Quest once per day via similar means.
Mal-Lam appears like an amorphous blob of molten mirror; anyone looking at him must make a Save vs. Insanity or develop a random disorder, since mortals cannot bear the sight of true perfection. Rays of any kind are completely ineffective against Mal-Lam (25% chance they are reflected back at the caster/shooter) and he is immune to polymorph effects, as well.
The Fearful Symmetry is capable of unleashing a powerful psychic strike that affects everyone in a 50' radius, forcing them to pass a Save vs. Spells or become confused (as per Confusion). Mal-Lam can also form tentacles, appearing as lithe Ionic columns, that deal 1d8 points of damage and entangle their targets, unless they make a successful Save vs. Breath.
Not much is known about Mal-Lam's doctrine or followers. Some believe he is an incarnation of the Jale God, while others claim he is a jelly who swallowed a weak godling and thus earned his apotheosis. He seems to be interested in acquiring ancient objects of art, magical mirrors, lens, and devices facilitating interstellar travel.
Reaction Table (2d6) - use Intelligence instead of Charisma
2 Attacks the party, trying to weaken them; later, he devises an intricate plan to get rid of them.
3-5 Interrogates the party, torturing them if necessary.
6-8 Sends the party on a mission using Quest/Suggestion.
9-11 Offers help if the characters prove themselves worthy.
12 Provides information and promises some more in exchange for a favour.