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Daemon, Erodaemon

This blue-skinned woman has ram’s horns, a third eye in her forehead, and a long, scaled tail that ends in a hissing viper’s head.

Erodaemon CR 11

Source Bestiary 6 pg. 70, Book of the Damned - Volume 3: Horsemen of the Apocalypse pg. 46
XP 12,800
NE Medium outsider (daemon, evil, extraplanar, shapechanger)
Init +9; Senses darkvision 60 ft., detect good; Perception +20


AC 25, touch 16, flat-footed 19 (+5 Dex, +1 dodge, +9 natural)
hp 147 (14d10+70)
Fort +9, Ref +14, Will +12
DR 10/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 22


Speed 30 ft.
Melee bite +19 (1d8+5 plus 1d4 Cha drain), 2 claws +19 (1d6+5)
Special Attacks object of desire, wilting kiss, sneak attack +2d6
Spell-Like Abilities (CL 14th; concentration +20)
Constant—detect good, tongues
At will—death knell (DC 18), detect thoughts (DC 18), greater teleport (self plus 50 lbs. of objects only), unnatural lust (DC 18)
3/day—desecrate, crushing despair (DC 20), enervation, quickened suggestion (DC 19)
1/day—modify memory (DC 20), summon (level 4, 1d3 ceustodaemons 35%), utter contempt (DC 20)


Str 20, Dex 21, Con 21, Int 19, Wis 16, Cha 22
Base Atk +14; CMB +19; CMD 35
Feats Agile Maneuvers, Combat Reflexes, Deceitful, Dodge, Improved Initiative, Quicken Spell-Like Ability (suggestion), Skill Focus (Bluff)
Skills Bluff +33, Diplomacy +23, Disguise +24, Intimidate +23, Knowledge (local, planes) +21, Perception +20, Sense Motive +20, Sleight of Hand +22, Stealth +22
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.; tongues


Environment any (Abaddon)
Organization solitary, pair, or harem (3–6)
Treasure standard

Special Abilities

Charisma Drain (Su) A bite from an erodaemon’s tail deals 1d4 points of Charisma drain to the victim. This can be reduced to 1d2 points of Charisma damage with a successful DC 22 Fortitude save. The save DC is Constitution-based.

Object of Desire (Su) While using detect thoughts on a humanoid, an erodaemon can identify the person the target most desires, whether it is a loved one or an object of lust. As a full-round action, the erodaemon can change into the form of this desired person as long as the desired person is a Small, Medium, or Large humanoid. The erodaemon gains a +20 bonus on its Disguise and Bluff checks to impersonate that person and avoid being detected as a fraud. This effect ends if the erodaemon attacks any creature.

Wilting Kiss (Su) As a free action, an erodaemon can draw a willing, helpless, or grappled mortal into a state of obsession with its kiss. The kissed creature must succeed at a DC 23 Will save or become supernaturally obsessed with the erodaemon. Each round the victim is more than 30 feet away from the erodaemon, the victim must attempt an additional DC 23 Will save. Failure means that the sheer pain of the erodaemon’s absence deals 1 point of Charisma damage to the subject that round. Succeeding at this Will save two consecutive times ends the effects of this ability. This is a mind-affecting curse effect. The save DCs are Charisma-based.


Erodaemons are the personification of death by heartbreak. Occasionally, erodaemons will work together, but only if doing so results in a greater harvest of crushed mortal souls. In her true form, an erodaemon is 6 feet tall and weighs 150 pounds.

Creatures in "Daemon" Category



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.