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Pathfinder

Compendium

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Derghodaemon

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.

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.

Attributes

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;

    Immunities

    acid, death effects, disease, poison;

    Resist

    cold 10, electricity 10, fire 10;

    SR

    23
  • OFFENSE

  • Speed

    40 ft.
  • Attacks

    5 claws +21 (1d6+8 / 19–20);
  • Reach

    10 ft.
  • Special Attacks

    Rend( 1d8+12, );
  • Spell-Like Abilities

    (CL 12; concentration +15 )
  • STATISTICS

  • Str

    27,

    Dex

    20,

    Con

    22,

    Int

    7,

    Wis

    17,

    Cha

    16
  • Base Atk

    +14;

    CMB

    23;

    CMD

    38
  • 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

  • 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%)

    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.

    All-Around Vision (Ex)

    The creature sees in all directions at once. It cannot be flanked.

    Telepathy (Su)

    A creature with this ability can mentally communicate with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.