Temerdaemon
CR: 14 XP: 38,400
NE Large outsider (daemon, evil, extraplanar)
Init: +8 Senses: darkvision 60 ft. Perception: +27
Aura: reaper’s curse (30 ft.)
Defense
AC: 27, touch 13, flat-footed 23 (+4 Dex, +14 natural, –1 size)
HP: 195 (17d10+102)
Fort: +16 Ref: +11 Will: +17
DR: 10/good and silver
Resist: cold 10, electricity 10, fire 10
Immune: acid, death effects, disease, poison
SR: 25
Offense
Speed: 30 ft.
Melee: +1 scythe +24/+19/+14/+9 (2d4+10/×4 plus confusion), 2 claws +22 (1d4+6 plus confusion)
Space: 10 ft. Reach: 10 ft.
Special Attacks: confusion
Spell-Like Abilities: (CL 17th; concentration +22) At will—bestow curse (DC 19), death knell (DC 17), gaseous form, passwall, stone shape, telekinesis 3/day—disintegrate (DC 21), greater dispel magic, illusory wall, suggestion (DC 18) 1/day—summon (level 6, 1 hydrodaemon 50%)
Statistics
Str: 23 Dex: 18 Con: 23 Int: 13 Wis: 24 Cha: 20
Base Atk: +17 CMB: +24 CMD: 38 (42 vs. trip)
Feats: Blinding Critical, Cleave, Combat Expertise, Critical Focus, Improved Initiative, Improved Trip, Lightning Reflexes, Power Attack, Weapon Focus (scythe)
Skills: Bluff +25, Climb +26, Intimidate +25, Knowledge (planes) +13, Knowledge (religion) +12, Perception +27, Sense Motive +27, Stealth +20
SQ: undersized weapons
Languages: Abyssal, Draconic, Infernal, telepathy 100 ft.
Description
Confusion (Su) Creatures struck in combat by a temerdaemon’s claws or scythe must succeed at a DC 25 Will save or be confused for 1 round. This is a mind-affecting effect. The save DC is Charisma-based.
Reaper’s Curse (Su) Those in proximity to a temerdaemon are afflicted by a profound increase in self-inflicted and ally-inflicted wounds, failures in magic, and similar accidental damage. Arcane spell failure chances for armor are doubled. A creature that rolls a natural 1 on its attack roll automatically rerolls the attack against itself (01–50%) or an ally (51–100%). If there is no ally in range, the attack always targets the creature. A creature that rolls a natural 1 on its roll to cast defensively suffers a mishap (see Scroll Mishaps, Core Rulebook 491). Skill checks that have serious consequences if failed by 5 or more (such as Climb, Disable Device, and Swim) have these consequences on all failed checks.
Temerdaemons personify the concept of accidental death. A knight falls upon her sword, a peasant trips and breaks his neck, a structure fails in ways its builders never foresaw and buries dozens of innocents, and meanwhile, a distant temerdaemon cackles knowingly. While true accidents please the fiend, it also delights in engineering the mishaps itself, crafting incomprehensibly complex plots that lead to the slaughter of as many mortals as possible. A temerdaemon often wades into the aftermath of such engineered catastrophes, carving apart the crippled survivors and sowing mass confusion and hysteria by its very proximity.
A gangly mass consisting of a rotund torso, four arms, and four legs, the average temerdaemon is 10 feet long and weighs 1,200 pounds, not counting its bizarre collection of mechanical fetishes and tinkering equipment.
Source: Horsemen of the Apocalypse, p. 59
