Derghodaemon
CR: 12 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
Resist: cold 10, electricity 10, fire 10
Immune: acid, death effects, disease, poison
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
SQ: swarmwalking
Languages: Abyssal, Draconic, Infernal, telepathy 100 ft.
Ecology
Environment: any (Abaddon)
Organization: solitary or infestation (2–6)
Treasure: standard
Description
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.
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.
530 5 530 5 Daemon, Hydrodaemon 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.
