Suspiridaemon
This tall, three-legged fiend possesses an avian body and head, save for its gangly arms, which end in thin, clawlike fingers. Its scrawny neck is adorned with three thick iron rings, and a grotesquely long, barbed tongue resembling an octopus’s tentacle winds out of its oversized beak. Burst blood vessels fill the creature’s wide eyes, and reddish speckled blotches cover its cyanotic flesh.
CR: 7 XP: 3,200
NE Medium outsider (daemon, evil, extraplanar)
Init: +7 Senses: darkvision 60 ft. Perception: +14
Aura: thin air
Defense
AC: 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
HP: 85 (9d10+36)
Fort: +9 Ref: +9 Will: +8
DR: 10/good or silver
Resist: cold 10, electricity 10, fire 10, sonic 30
Immune: acid, disease, death effects, poison
SR: 18
Offense
Speed: 30 ft.
Melee: 2 claws +13 (1d4+4), tongue +8 (1d6+6/19–20 plus grab)
Space: 5 ft. Reach: 5 ft. (10 ft. with tongue)
Special Attacks: concussive gasp, constrict (1d6+6), strangle, suffocate
Spell-Like Abilities: (CL 9th; concentration +13) At will—death knell (DC 16), ghoul touch (DC 16), ray of enfeeblement 3/day—stinking cloud (DC 17), vampiric touch (DC 17) 1/day—cloudkill (DC 19), summon (level 4, 1d3 lacridaemons 35%)
Statistics
Str: 19 Dex: 17 Con: 18 Int: 14 Wis: 15 Cha: 18
Base Atk: +9 CMB: +13 (+17 grapple) CMD: 27
Feats: Combat Reflexes, Dodge, Great Fortitude, Improved Critical (tongue), Improved Initiative
Skills: Climb +16, Diplomacy +16, Intimidate +16, Knowledge (nature) +14, Knowledge (planes) +14, Perception +14, Sense Motive +14, Stealth +15
SQ: no breath
Languages: Abyssal, Draconic, Infernal (cannot speak) telepathy 100 ft.
Description
Concussive Gasp (Su) Once per day, a suspiridaemon can inhale with such sudden force as to evacuate the air in its proximity, causing a sudden wave of air pressure from the implosion. Every creature within 30 feet must make a DC 18 Fortitude save or take 5d6 points of sonic damage and become sickened for 1d4 rounds. Any creature that makes a successful save takes only half damage and is not sickened. A suspiridaemon cannot perform this ability if it is currently grappling a creature with its tongue. The save DC is Constitution-based.
Strangle (Ex) Suspiridaemons have an unerring talent for seizing their victims by the neck. A creature that is grappled by a suspiridaemon cannot speak or cast spells with verbal components.
Suffocate (Ex) A creature affected by the daemon’s strangle ability cannot breathe and must hold its breath. Because of the daemon’s thin air aura, this can quickly render an opponent unconscious.
Thin Air (Su) A suspiridaemon’s aura makes the air around it difficult to breathe. Creatures that need to breathe can only hold their breath half as long as normal while within this aura, and suffer from altitude sickness as if in a low peak or high pass (see Altitude Zones, Core Rulebook 430).
Horrid fiends whose very presence makes the air difficult to breathe, suspiridaemons personify death by suffocation. Discolored and blotched like the stagnant blood of a suffocated corpse, a suspiridaemon enjoys nothing more than the last choked gasp of a victim as it wraps its tongue around the creature’s throat. While a suspiridaemon does not normally breathe, its body is nonetheless convulsive and twitchy; coupled with its utterly silent demeanor, they excel at slow, gruesome kills while hiding in the shadows. The only time a suspiridaemon makes a noticeable noise is when it suddenly loosens the binds around its neck and inhales a booming breath, the sudden loss of air enough to make foes fall ill.
Source: Horsemen of the Apocalypse, p. 57
