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Daemon, Derghodaemon

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

Derghodaemon CR 12

Source Bestiary 2 pg. 66
XP 19,200
NE Large outsider (daemon, evil, extraplanar)
Init +5; Senses all-around vision, darkvision 60 ft., detect magic, see invisibility; Perception +28
Aura feeblemind (DC 20)

Defense

AC 27, touch 14, flat-footed 22 (+5 Dex, +13 natural, –1 size)
hp 161 (14d10+84)
Fort +15, Ref +14, Will +7
DR 10/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 23

Offense

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)
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%)

Statistics

Str 27, Dex 20, Con 22, Int 7, Wis 17, Cha 16
Base Atk +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.
SQ swarmwalking

Ecology

Environment any (Abaddon)
Organization solitary or infestation (2–6)
Treasure standard

Special Abilities

Feeblemind Aura (Su) 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 (Su) A derghodaemon is immune to damage or distraction effects caused by swarms.

Description

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.

Creatures in "Daemon" Category

NameCR
Acrididaemon14
Astradaemon16
Bibliodaemon8
Cacodaemon2
Ceustodaemon6
Crucidaemon15
Derghodaemon12
Erodaemon11
Genthodaemon5
Hydrodaemon8
Lacridaemon3
Lapsudaemon14
Leukodaemon9
Meladaemon11
Nixudaemon7
Obcisidaemon19
Olethrodaemon20
Phasmadaemon17
Piscodaemon10
Purrodaemon18
Sangudaemon9
Sepsidaemon7
Suspiridaemon7
Temerdaemon14
Thanadaemon13
Venedaemon5
Vulnudaemon4

Daemon

Source Bestiary 2 pg. 62
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.