Daemon, Derghodaemon
Description
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.
Combat Stats
- Melee
- 5 claws +21 (1d6+8/19-20)
- Space
- 10 ft.
- Reach
- 10 ft.
- DR
- 10/good
- SR
- 23
- Aura
- feeblemind (DC 20)
- Racial Modifiers
- +4 Perception
Ability Scores
Proficiencies
Weapons: Martial, Simple
Special Attacks
rend (2 claws, 1d8+12 plus 2 Con damage)
Special Qualities
Swarmwalking — A derghodaemon is immune to damage or distraction effects caused by swarms.
Feats
Cleave, Critical Focus, Improved Critical (claws), Power Attack, Quicken Spell-Like Ability (summon swarm), Sickening Critical, Vital Strike
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
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 –2 penalty to your Armor Class until your next turn.
You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
When using the weapon you selected, your threat range is doubled.
You can choose to take a –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 (–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 –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.
Choose one of the creature's spell-like abilities, subject to the restrictions described in this feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability (but not another swift action)—in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 4. For a summary, see the table below.
A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.
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.
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 flaming), 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.
Skills
Intimidate +20, Perception +28, Sense Motive +20, Stealth +18
Spells
- 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
- Aura
- feeblemind (DC 20)
- Languages
- Abyssal, Draconic, Infernal; telepathy 100 ft.
- Source
- Bestiary 2