Library / Bestiary

Daemon, Derghodaemon

CR 12.00 Outsider NE Large
A deadly and vicious bouquet of insectile claws sprouts from this horrid, three-legged, multi-eyed beast.

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.

STR
27
DEX
20
CON
22
INT
7
WIS
17
CHA
16
HP
161 (14d10+84)
AC
27, touch 14, flat-footed 22 (+5 Dex, +13 natural, -1 size)
Speed
40 ft.
Init
+5
Melee
5 claws +21 (1d6+8/19-20)
Space
10 ft.
Reach
10 ft.
BAB
+14
CMB
+23
CMD
38 (40 vs. trip)
Fort
+15
Ref
+14
Will
+7
DR
10/good
SR
23
Racial Modifiers
+4 Perception

Weapons: Martial, Simple

rend (2 claws, 1d8+12 plus 2 Con damage)

Swarmwalking — A derghodaemon is immune to damage or distraction effects caused by swarms.

Cleave from Feat

<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a &ndash;2 penalty to your Armor Class until your next turn.</p>

Critical Focus from Feat

<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>

Improved Critical from Feat

<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (&ndash;50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by &ndash;1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>

Sickening Critical from Feat

<p class="stat-block-1"> Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the effect's duration.</p>

Vital Strike from Feat

<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>

Intimidate +20, Perception +28, Sense Motive +20, Stealth +18

spell-like abilities:
Constant—Detect Magic, Constant—See Invisibility, At will—Teleport, Greater, 3/day—Fear, 3/day—Summon Swarm, 1/day—Creeping Doom, 1/day—Insect Plague
Details
Type
Outsider
Alignment
NE
Size
Large
Environment
any (Abaddon)
Organization
solitary or infestation (2-6)
Treasure
standard
Senses
all-around vision, darkvision 60 ft., detect magic, see invisibility; Perception +28
Languages
Abyssal, Draconic, Infernal; telepathy 100 ft.
Source
Bestiary 2
Sources Used in This Record
13 House/Core
  • Uses feat: Cleave (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Critical Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Sickening Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: See Invisibility (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Teleport, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fear (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Summon Swarm (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Creeping Doom (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Insect Plague (Spell)
    House/Core — covered by the site's Section 15.
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