Bestiary 2 | Monsters | Daemon

Daemon

Daemon

Harbingers of ruin and embodiments of the worst ways to die, daemons epitomize painful death, the all-consuming hunger of evil, and the utter annihilation of life. While demons seek to pervert and destroy in endless unholy rampages, and devils vex and enslave in hopes of corrupting mortals, daemons seek only to consume mortal life itself. While some use brute force to despoil life or prey upon vulnerable souls, others wage campaigns of deceit to draw whole realms into ruin. With each life claimed and each atrocity meted out, daemons spread fear, mistrust, and despair, tarnishing the luster of existence and drawing the planes ever closer to their final, ultimate ruin.

Notorious for their hatred of the living, daemons are the things of dark dreams and fearful tales, as their ultimate ambitions include extinguishing every individual mortal life—and the more violent or terrible the end, the better. Their methods vary wildly, typically differentiated by daemonic breed. Many seek to infiltrate the mortal plane and sow death by their own taloned hands, while others manipulate agents (both mortal and immortal) as malevolent puppet masters, instigating calamities on massive scales from their grim realms. Such diversity of methods causes many planar scholars to misattribute the machinations of daemons to other types of fiends. These often deadly mistakes are further propagated by daemons' frequent dealings with and manipulation of other outsiders. Yet in all cases, despair, ruin, and death, spreading like contagion, typify the touch of daemonkind, though such symptoms often prove recognizable only after the hour is far too late.

Daemons flourish upon the plane of Abaddon, a bleak expanse of cold mists, fearful shapes, and hunted souls. Upon these wastes, the souls of evil mortals flee predation by the native fiends, and terror and the powers of the evil plane eventually transform the most ruthless into daemons themselves. Amid these scarred wastelands, poison swamps, and realms of endless night rise the foul domains of the tyrants of daemonkind, the Four Horsemen of the Apocalypse. Lords of devastation, these powerful and unique daemons desire slaughter, ruin, and death on a cosmic scale, and drive hordes of their lesser kin to spread terror and sorrow across the planes. Although the Horsemen share a singular goal, their tactics and ambitions vary widely.

Along with mastery over vast realms, the Horsemen are served by unimaginably enormous armies of their lesser brethren, but are obeyed most closely by retinues of daemons enslaved to their titles. These specific strains of daemonic servitors, known among daemonkind as deacons, serve whoever holds the title of Horseman. Although these instruments of the archdaemons differ in strength and ability, their numbers provide their lords with legions capable of near-equal terrorization.

More so than among any other fiendish race, several breeds of daemons lust after souls. While other foul inhabitants of the planes seek the corruption and destruction of living essences, many daemons value possession and control over mortal animas, entrapping and hoarding souls—and in so doing disrupting the natural progression of life and perverting the quintessence of creation to serve their own terrible whims. While not all daemons possess the ability to steal a mortal being's soul and turn it to their use, the lowliest of daemonkind, the maniacal cacodaemons, endlessly seek life essences to consume and imprison. These base daemons enthusiastically serve their more powerful kin, eager for increased opportunities to doom mortal spirits. While cacodaemons place little value upon the souls they imprison, greater daemons eagerly gather them as trophies, fuel for terrible rites, or offerings to curry the favor of their lords. Several breeds of daemons also posses their own notorious abilities to capture mortal spirits or draw upon the power of souls, turning the forces of utter annihilation to their own sinister ends.

The Four Horsemen

Four dread lords, infamous across all the planes, rule the disparate hordes of daemonkind. Risen from among the ranks of their terrible brethren to displace those fiendish tyrants before them, they are the archdaemons, the End Bringers, the Four Horsemen of the Apocalypse. In the blasphemous annals of fiendish lore, they are the prophesied architects of multiversal ruin, destined to stand triumphant over cadaverous cosmoses and infinities of silence before also giving way to absolute oblivion. Undisputed in his power among their kind, each Horseman rules a vast realm upon the bleak plains of Abaddon and a distinctive method of mortal ruin: pestilence, famine, war, or death from old age. Yet while each archdaemon commands measureless influence, daemons know nothing of loyalty and serve only those they cannot overcome. Thus, though the Horsemen stand peerless in their power and manipulations among daemonkind, they must ever defend their thrones from the machinations of ambitious underlings and the plots of other archdaemons.

Upon the poisonous expanses of Abaddon, lesser daemonic peers carve petty fiefdoms and posture as lords, but despite their world-spanning intrigues, all bow before the Horsemen—though most do so only grudgingly. Ancient myths also tell of a mysterious fifth Horseman, the Oinodaemon, though nearly all mention of such a creature has been scoured from the multiverse.

Daemon, Astradaemon

Cr: 16. Xp: 76,800. Alignment: NE. Size: Large. Creature Type: Outsider. Creature Subtype: daemon, evil, extraplanar.
Init: +7. Senses: darkvision 60 ft., deathwatch, true seeing; Perception +22. Aura: soul siphon (10 ft.). Ac: 29, touch 17, flat-footed 21 (+7 Dex, +1 dodge, +12 natural, -1 size).
Hp: 212 (17d10+119).
Fortitude: +12. Reflex: +17. Will: +14. Defensive Abilities: displacement. Dr: 10/good and silver. Resist: cold 10, electricity 10, fire 10. Immune: acid, death effects, disease, poison. Sr: 27.
Speed: 90 ft., fly 90 ft. (good). Melee: bite +23 (2d6+5 plus energy drain and grab), 2 claws +23 (1d8+5 plus energy drain), tail slap +18 (1d12+2 plus energy drain). Space: 10 ft.. Reach: 10 ft. (15 ft. with tail). Special Attacks: devour soul, energy drain (1 level, DC 25). Strength: 21. Dexterity: 25. Constitution: 24. Intelligence: 14. Wisdom: 15. Charisma: 24.
Base Attack: +17. Cmb: +23. Cmd: 41.
Feats: Combat Reflexes, Dodge, Flyby Attack, Iron Will, Mobility, Nimble Moves, Power Attack, Spring Attack, Weapon Finesse.
Skills: Acrobatics +24 (+48 jump), Escape Artist +27, Fly +9, Intimidate +27, Knowledge (planes) +22, Perception +22, Sense Motive +22, Stealth +23, Survival +22.
Languages: Abyssal, Infernal; telepathy 100 ft..
Environment: any (Abaddon or Astral Plane). Organization: solitary, pair, or pack (3-6). Treasure: standard.
spell-like abilities: (CL 17th; concentration +24)

Constant-deathwatch, displacement, true seeing

At will-enervation, fear (DC21), greater teleport (self plus 50 lbs. of objects only), vampiric touch

3/day-locate creature, plane shift (DC 24)

1/day-energy drain (DC 24), finger of death (DC 24), summon (level 6, 1d3 derghodaemons 50%)


Description: Vaguely humanoid in shape, this gaunt fiend has the face of a hideous fish and a body of lanky limbs and writhing tendrils.

Special Abilities

Devour Soul

As a standard action, an astradaemon that begins its turn with a grappled opponent can attempt to draw out and consume the soul of its victim, killing it instantly. This ability only works on living creatures, which may resist with a DC 25 Fortitude saving throw. The save is Constitution-based. For every 5 HD of the slain creature, the daemon gains a +1 profane bonus on attacks, saving throws, and checks for 24 hours. This ability does not consume all of the soul, and pieces of it still exist after the daemon completes its feast (enough to be able to resurrect the slain victim normally).

Soul Siphon

If a Small or larger living creature dies within 10 feet of an astradaemon, the daemon gains 1d8 temporary hit points and a +2 bonus to Strength for 10 minutes. These bonuses stack with themselves. Incorporeal undead and living spirits traveling outside the body (such as a person using astral projection or magic jar) take 1d8 points of damage each round within the daemon's aura.

Believed to be creations of the Four Horsemen, astradaemons live out their existence in search of souls to harvest. These deadly creatures are ravening planar predators, openly hunting throughout the void for souls on which to feed. These voracious creatures are the personifications of death resulting from negative energy or level drain. Their vile touch drains life force from their enemies, and even perishing near them sates their thirst for life and souls.

Daemon, Cacodaemon

Cr: 2. Xp: 600. Alignment: NE. Size: Tiny. Creature Type: Outsider. Creature Subtype: daemon, evil, extraplanar.
Init: +4. Senses: darkvision 60 ft., detect good, detect magic; Perception +7. Ac: 16, touch 12, flat-footed 16 (+4 natural, +2 size).
Hp: 19 (3d10+3); fast healing 2.
Fortitude: +2. Reflex: +5. Will: +4. Dr: 5/good or silver. Resist: cold 10, electricity 10, fire 10. Immune: acid, death effects, disease, poison.
Speed: 5 ft., fly 50 ft. (perfect). Melee: bite +6 (1d4+1 plus disease). Space: 2-1/2 ft.. Reach: 0 ft.. Special Attacks: soul lock. Strength: 12. Dexterity: 11. Constitution: 13. Intelligence: 8. Wisdom: 13. Charisma: 12.
Base Attack: +3. Cmb: +1. Cmd: 12.
Feats: Improved Initiative, Lightning Reflexes.
Skills: Bluff +7, Fly +18, Knowledge (planes) +5, Perception +7, Stealth +14.
Languages: Abyssal, Common, Infernal; telepathy 100 ft.. Special Qualities: change shape (2 of the following forms: lizard, octopus, Small scorpion, venomous snake, polymorph).
Environment: any (Abaddon). Organization: solitary or swarm (2-10). Treasure: standard.
spell-like abilities: (CL 6th; concentration +7)

Constant-detect good, detect magic

At will-invisibility (self only)

3/day-lesser confusion (DC 12)

1/week-commune (CL 12th, six questions)


Description: An ever-gnashing maw, filled with row after row of mismatched teeth, dominates this frightful creature's orb-like body.

Special Abilities

Disease

Bite:

Cacodaemonia

In addition to the normal effects of the disease, as long as a victim is infected, the cacodaemon can telepathically communicate with the creature over any distance (as long as they remain on the same plane).

Soul Lock

Once per day as a full-round action, a cacodaemon can ingest the spirit of any sentient creature that has died within the last minute. This causes a soul gem to grow inside of the cacodaemon's gut, which it can regurgitate as a standard action. A soul gem is a fine-sized object with 1 hit point and hardness 2. Destroying a soul gem frees the soul within, though it does not return the deceased creature to life. This is a death effect. Any attempt to resurrect a body whose soul is trapped in a soul gem requires a DC 12 caster level check. Failure results in the spell having no effect, while success shatters the victim's soul gem and returns the creature to life as normal. If the soul gem rests in an unholy location, such as that created by the spell unhallow, the DC of this caster level check increases by +2. The caster level check DC is Charisma-based.

Any evil outsider can, as a standard action, ingest a soul gem. Doing so frees the soul within, but condemns it to one of the lower planes (though the soul can be returned to life as normal). The outsider gains fast healing 2 for a number of rounds equal to its Hit Dice.

The least of daemonkind, cacodaemons spawn from eddies of angry, violent, and demented souls amid the mists of Abaddon. Dim-witted but utterly evil, they endlessly seek to cause pain and indulge their hunger for mortal souls. Many more powerful fiends keep cacodaemons as pets, if only to be able to harvest the tiny creatures' soul gems. A 7th-level spellcaster can gain a cacodaemon as a familiar if she has the Improved Familiar feat.

Daemon, Ceustodaemon

Cr: 6. Xp: 2,400. Alignment: NE. Size: Large. Creature Type: Outsider. Creature Subtype: daemon, evil, extraplanar.
Init: +1. Senses: darkvision 60 ft., detect good, detect magic, see invisibility; Perception +15. Ac: 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, -1 size).
Hp: 68 (8d10+24).
Fortitude: +9. Reflex: +3. Will: +8. Dr: 10/good or silver. Resist: cold 10, electricity 10, fire 10. Immune: acid, death effects, disease, mind-affecting effects, paralysis, poison, polymorph effects, sleep effects.
Speed: 30 ft.. Melee: bite +11 (2d6+4), 2 claws +11 (1d6+4). Space: 10 ft.. Reach: 10 ft.. Special Attacks: breath weapon (30-ft. cone; 6d6 fire damage; Reflex DC 17 for half; usable once every 1d4 rounds). Strength: 18. Dexterity: 13. Constitution: 16. Intelligence: 11. Wisdom: 14. Charisma: 15.
Base Attack: +8. Cmb: +13. Cmd: 24.
Feats: Alertness, Blind-Fight, Power Attack, Step Up.
Skills: Bluff +13, Intimidate +11, Knowledge (planes) +9, Perception +15, Sense Motive +15, Stealth +8, Survival +9.
Languages: Abyssal, Infernal; telepathy 100 ft.. Special Qualities: drawn to service.
Environment: any (Abaddon). Organization: solitary. Treasure: none.
spell-like abilities: (CL 8th; concentration +10)

Constant-detect good, detect magic, see invisibility

At will-dimension door

3/day-dispel magic, fly

1/day-hold monster (DC 17), slow (DC 15)


Description: This brown, shaggy-furred beast stands on slate grey hooves. Its head resembles that of a maniacal horned ape.

Special Abilities

Drawn to Service

When brought to another plane with a planar binding or planar ally spell (or any similar calling effect), ceustodaemons take a –5 penalty on the initial Will save and on their Charisma check to refuse service. Ceustodaemons also take a –5 penalty on saves against binding, planar binding, and other spells designed to bind a creature to a particular plane as long as the daemon is commanded to serve as a guardian for a single area or small complex.

Some claim the Four Horsemen created these creatures to serve as summoning fodder. Others believe that they form from neutral evil souls who commit suicide. Wherever the truth lies, ceustodaemons find themselves on the Material Plane more often than any other daemon, as they are easily pressured into service—many call these creatures “guardian daemons” as a result. Yet in the back of their wicked minds, ceustodaemons always think about escaping their bonds and ripping to shreds the ones who summoned them.

Greater and lesser versions of these creatures exist. These variants can be represented by applying either the young creature or advanced creature simple templates, along with the following adjustments.

Lesser Ceustodaemon

This Medium daemon looks like a horned frog with a wide, toothy mouth. Its breath weapon is a chilling cone of ice that deals cold damage.

Greater Ceustodaemon

This daemon resembles a gigantic humanoid bear with the talons of an eagle and curling ram horns sprouting from its head. Its breath weapon is a fan of sparks that deals electricity damage.

Daemon, Derghodaemon

Cr: 12. Xp: 19,200. Alignment: NE. Size: Large. Creature Type: Outsider. Creature Subtype: daemon, evil, extraplanar.
Init: +5. Senses: all-around vision, darkvision 60 ft., detect magic, see invisibility; Perception +28. Aura: feeblemind (DC 20). Ac: 27, touch 14, flat-footed 22 (+5 Dex, +13 natural, -1 size).
Hp: 161 (14d10+84).
Fortitude: +15. Reflex: +14. Will: +7. Dr: 10/good. Resist: cold 10, electricity 10, fire 10. Immune: acid, death effects, disease, poison. Sr: 23.
Speed: 40 ft.. Melee: 5 claws +21 (1d6+8/19-20). Space: 10 ft.. Reach: 10 ft.. Special Attacks: rend (2 claws, 1d8+12 plus 2 Con damage). Strength: 27. Dexterity: 20. Constitution: 22. Intelligence: 7. Wisdom: 17. Charisma: 16.
Base Attack: +14. Cmb: +23. Cmd: 38 (40 vs. trip).
Feats: Cleave, Critical Focus, Improved Critical (claws), Power Attack, Quicken Spell-Like Ability (summon swarm), Sickening Critical, Vital Strike.
Skills: Intimidate +20, Perception +28, Sense Motive +20, Stealth +18. Racial Modifiers: +4 Perception.
Languages: Abyssal, Draconic, Infernal; telepathy 100 ft.. Special Qualities: swarmwalking.
Environment: any (Abaddon). Organization: solitary or infestation (2-6). Treasure: standard.
spell-like abilities: (CL 12th; concentration +15)

Constant-detect magic, see invisibility

At will-greater teleport (self plus 50 lbs. of objects only)

3/day-fear (DC 17), quickened summon swarm

1/day-creeping doom, insect plague, summon (level 4, 1 derghodaemon 30%)


Description: A deadly and vicious bouquet of insectile claws sprouts from this horrid, three-legged, multi-eyed beast.

Special Abilities

Feeblemind Aura

By grinding and clicking its mandibles and chitinous plates together (a free action), a derghodaemon can affect all creatures within 30 feet as if by a feeblemind spell. Daemons are immune to this effect, but all other creatures must make a DC 20 Will save to resist the effects. A creature that makes this save is immune to the effect for 24 hours. A creature that fails remains affected as long as the derghodaemon continues to maintain the aura and the subject remains within 30 feet of the derghodaemon. Once either condition ends, the victim of this effect can attempt a new DC 20 Will save once per minute to recover from the effect; otherwise, it can be cured by a heal, limited wish, miracle, or wish spell. A derghodaemon cannot use its spell-like abilities or rend attack in any round in which it uses its feeblemind aura. This is a sonic mind-affecting effect. The save DC is Charisma-based.

Swarmwalking

A derghodaemon is immune to damage or distraction effects caused by swarms.

These brutal daemons personify death resulting from violent insanity, such as being murdered by a maniac or torn to shreds by a pack of rabid predators. These insectoid creatures roam the Outer Planes, scavenging battlefields and following the inevitable trail of violence in those hostile worlds. They hunt the weak and dying along the fringe of battles, feeding off their victims' suffering until they make their kill. Attacks from a derghodaemon often come from within a cloud of biting insects.

Brutish and low on intellect, derghodaemons find themselves serving as front-line fighters in fiendish armies. A derghodaemon stands 9 feet tall and weighs 800 pounds.

Daemon, Hydrodaemon

Cr: 8. Xp: 4,800. Alignment: NE. Size: Large. Creature Type: Outsider. Creature Subtype: aquatic, daemon, evil, extraplanar.
Init: +2. Senses: darkvision 60 ft., detect magic; Perception +15. Ac: 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, -1 size).
Hp: 95 (10d10+40).
Fortitude: +11. Reflex: +9. Will: +3. Dr: 10/cold iron or silver. Resist: cold 10, electricity 10, fire 10. Immune: acid, death effects, disease, poison, waters of the River Styx. Sr: 19.
Speed: 30 ft., fly 40 ft. (average; see glide, below), swim 60 ft.. Melee: bite +13 (1d8+4 plus grab), 2 claws +13 (1d6+4). Ranged: sleep spittle +11 (sleep). Space: 10 ft.. Reach: 10 ft.. Special Attacks: rake (2 claws +13, 1d6+4). Strength: 18. Dexterity: 15. Constitution: 18. Intelligence: 9. Wisdom: 11. Charisma: 14.
Base Attack: +10. Cmb: +15 (+9 grapple). Cmd: 27.
Feats: Cleave, Point-Blank Shot, Power Attack, Precise Shot, Skill Focus (Perception).
Skills: Fly +0, Intimidate +14, Knowledge (planes) +10, Perception +15, Sense Motive +12, Stealth +10, Swim +21.
Languages: Abyssal, Infernal; telepathy 100 ft.. Special Qualities: amphibious, glide.
Environment: any (Abaddon). Organization: solitary, gang (2-5), or mob (6-12). Treasure: standard.
spell-like abilities: (CL 9th; concentration +11)

Constant-detect magic, water walk

At will-acid arrow, deeper darkness

3/day-control water, greater teleport (self plus 50 lbs. of objects only), summon monster V (Large water elemental only)

1/day-desecrate, summon (level 3, 1 hydrodaemon 50%)


Description: The skin on this frog-like fiend is clammy and its eyes look dead and milky; its wide face is split by a fanged maw.

Special Abilities

Glide

A hydrodaemon can launch itself into the air and glide along for 1 minute, gaining a fly speed of 40 feet with average maneuverability. While gliding, the hydrodaemon gains the pounce ability.

Sleep Spittle

A hydrodaemon can spit at a single target within 20 feet, making a ranged touch attack as a standard action. A target hit by this spittle must succeed on a DC 19 Will save or fall asleep for 6 rounds. The save DC is Constitution-based.

While at first glance these creatures seem like enormous and foul boggards, their dangerous gait, dead eyes, and wicked claws give away their fiendish nature. In their home environment, hydrodaemons swim the sickening rivers and seas of Abaddon and the River Styx, ducking beneath the rivers of pus and bile only to leap out at enemies and rend their flesh with tooth and claw. It is said these are among the few creatures able to survive in the deadly waters of the River Styx. When called to the Material Plane, hydrodaemons serve powerful spellcasters, protecting domains dotted with pools, streams, and even sewer complexes. Associated with death by drowning, these fiends use a favored tactic to draw the most anguish from their victims. Hydrodaemons first attack with their inky black sleep spittle, hoping to render victims unconscious. With their opponents unable to fight back, hydrodaemons drag their enemies into the foul waters they call home and delight as the liquid fills their victims' gasping lungs. If unable to drown a victim, they finish the job with jaws and claws.

Hydrodaemons possess an awkward gait, springing back on their heels and leaping about like humanoid frogs. Even so, they move in an unpredictable manner, twisting their bodies with each hopping movement. Hydrodaemons can also unfurl flaps of skin that allow them to glide through the air. Hydrodaemons stand 10 feet tall and weigh upward of 3,000 pounds.

Daemon, Leukodaemon

Cr: 9. Xp: 6,400. Alignment: NE. Size: Large. Creature Type: Outsider. Creature Subtype: daemon, evil, extraplanar.
Init: +11. Senses: darkvision 60 ft., deathwatch, detect good; Perception +22. Aura: infectious aura (50 ft.). Ac: 23, touch 16, flat-footed 16 (+7 Dex, +7 natural, -1 size).
Hp: 115 (10d10+60).
Fortitude: +9. Reflex: +14. Will: +12. Dr: 10/good or silver. Resist: cold 10, electricity 10, fire 10. Immune: acid, death effects, disease, poison. Sr: 20.
Speed: 30 ft., fly 60 ft. (average). Melee: bite +16 (1d8+7), 2 claws +16 (1d6+7). Ranged: +1 composite longbow +18/+13 (2d6+8/×3 plus contagion). Space: 10 ft.. Reach: 10 ft.. Special Attacks: breath of flies. Strength: 25. Dexterity: 24. Constitution: 23. Intelligence: 16. Wisdom: 21. Charisma: 16.
Base Attack: +10. Cmb: +18. Cmd: 35.
Feats: Alertness, Hover, Improved Initiative, Point-Blank Shot, Weapon Focus (longbow).
Skills: Fly +18, Heal +18, Intimidate +16, Knowledge (planes) +16, Perception +22, Sense Motive +22, Stealth +16, Survival +15, Use Magic Device +16.
Languages: Abyssal, Draconic, Infernal; telepathy 100 ft..
Environment: any (Abaddon). Organization: solitary or wake (2-10). Treasure: standard (+1 composite longbow, other treasure).
spell-like abilities: (CL 10th; concentration +13)

Constant-deathwatch, detect good

At will-contagion (DC 17), dispel magic, greater teleport (self plus 50 lbs. of objects only)

1/day-harm (DC 19), summon (level 3, 1 leukodaemon only, 35%)


Description: This human-shaped beast has a horse's skull for a head. It walks on cracked hooves and bears the rotting wings of a carrion bird.

Special Abilities

Breath of Flies

Once per minute as a standard action, a leukodaemon can unleash a cloud of corpse-bloated, biting black flies in a 20-foot cone. Those caught in the cone take 8d6 points of slashing damage. A DC 21 Reflex save halves this damage. Those who take any damage are also sickened for 1 minute. In addition, the flies linger for 1d4+1 rounds, congealing into a buzzing 20-foot-square cloud centered on the cone's original point of origin. Any creature that ends its turn in this cloud must make a DC 21 Reflex save to avoid taking 4d6 points of damage and becoming sickened for 1 minute. This cloud of flies may be dispersed by any area effect that does damage or creates wind of at least strong wind force. All daemons are immune to this effect. The save DCs are Constitution-based.

Contagion

Any arrow a leukodaemon fires from a bow is tainted with disease. If a creature is damaged by a leukodaemon's arrow, it must make a DC 19 Fortitude save or be affected as if by the spell contagion. A leukodaemon can manifest arrows at will and never runs out of ammunition.

Infectious Aura

All creatures within 50 feet of a leukodaemon take a –4 penalty on Fortitude saves against disease effects.

Deacons of the Horseman of Pestilence, leukodaemons serve their lord in Abaddon as well as across the planes by spreading plagues and pandemics.

Leukodaemons stand upward of 14 feet tall but weigh just over 200 pounds. The skulls that serve as their heads can be replaced with any skulls, yet these creatures choose horse skulls to show their loyalty to the Horsemen. The creature's true head is merely a blistered knob between its shoulders.

Daemon, Meladaemon

Cr: 11. Xp: 12,800. Alignment: NE. Size: Large. Creature Type: Outsider. Creature Subtype: daemon, evil, extraplanar.
Init: +6. Senses: darkvision 60 ft., detect good, detect magic; Perception +20. Aura: consumptive aura (20 ft.). Ac: 25, touch 15, flat-footed 19 (+6 Dex, +10 natural, -1 size).
Hp: 147 (14d10+70).
Fortitude: +11. Reflex: +15. Will: +14. Dr: 10/good. Resist: cold 10, electricity 10, fire 10. Immune: acid, critical hits, death effects, disease, poison, sneak attack. Sr: 22.
Speed: 30 ft., fly 60 ft. (average). Melee: bite +20 (2d8+6/19-20 plus disease), 2 claws +19 (2d6+6 plus hunger). Space: 10 ft.. Reach: 10 ft.. Strength: 22. Dexterity: 22. Constitution: 21. Intelligence: 21. Wisdom: 17. Charisma: 18.
Base Attack: +14. Cmb: +21. Cmd: 37.
Feats: Blind-Fight, Combat Reflexes, Great Fortitude, Improved Critical (bite), Iron Will, Quicken Spell-Like Ability (magic missile), Weapon Focus (bite).
Skills: Bluff +21, Fly +17, Heal +11, Intimidate +21, Knowledge (planes) +22, Knowledge (religion) +22, Perception +20, Sense Motive +20, Spellcraft +22, Stealth +19, Survival +20, Use Magic Device +14.
Languages: Abyssal, Draconic, Infernal; telepathy 100 ft..
Environment: any (Abaddon). Organization: solitary, pack (2-5), or cabal (6-12). Treasure: standard.
spell-like abilities: (CL 11th; concentration +15)

Constant-detect good, detect magic, see invisibility

At will-cause fear (DC 15), deeper darkness, greater teleport (self plus 50 lbs. of objects only)

3/day-blight (DC 19), diminish plants, quickened magic missile

1/day-horrid wilting (DC 22), waves of fatigue


Description: This foul creature looks like an emaciated humanoid with the head of a jackal.

Special Abilities

Consumptive Aura

A meladaemon radiates an aura of hunger to a radius of 20 feet. Every round a creature begins its turn within this aura, it must succeed at a DC 22 Fortitude save or take 1d6 nonlethal damage and become fatigued from extreme hunger. Creatures that do not need to eat are immune to this effect. The save DC is Constitution-based.

Disease

The save DC is Constitution-based. Bite:

Daemonic wasting

Hunger

A meladaemon's claw attack deals an additional 1d6 points of nonlethal damage as it causes sudden pangs of horrific hunger in its foe. Creatures that do not need to eat are immune to this effect.

As personifications of death from starvation and thirst, these withered fiends spend their time destroying resources and spreading hunger. Deacons of the Horseman of Famine, these creatures visit worlds throughout the planes, destroying acres of crops and slaughtering livestock in order to harvest souls for their honored master. Meladaemons delight in the slow death of starvation, going so far as to experiment with various bodily deficiencies and mortal weaknesses. Arrogant and utterly bound to their patron, meladaemons rarely work with others of their kind and never serve any of the other three Horsemen except in the rarest of circumstances.

Daemon, Olethrodaemon

Crowned with a wicked array of twisted horns, this wide-mouthed, spherical behemoth stands on four stout legs.

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