Library / Bestiary

Daemon, Meladaemon

CR 11.00 Outsider NE Large
This foul creature looks like an emaciated humanoid with the head of a jackal.

As personifications of death from starvation and thirst, these withered fiends spend their time destroying resources and spreading hunger. Deacons of the Horseman of Famine, these creatures visit worlds throughout the planes, destroying acres of crops and slaughtering livestock in order to harvest souls for their honored master. Meladaemons delight in the slow death of starvation, going so far as to experiment with various bodily deficiencies and mortal weaknesses. Arrogant and utterly bound to their patron, meladaemons rarely work with others of their kind and never serve any of the other three Horsemen except in the rarest of circumstances.

Meladaemons stand approximately 12 feet tall and weigh 350 pounds.

STR
22
DEX
22
CON
21
INT
21
WIS
17
CHA
18
HP
147 (14d10+70)
AC
25, touch 15, flat-footed 19 (+6 Dex, +10 natural, -1 size)
Speed
30 ft., fly 60 ft. (average)
Init
+6
Melee
bite +20 (2d8+6/19-20 plus disease), 2 claws +19 (2d6+6 plus hunger)
Space
10 ft.
Reach
10 ft.
BAB
+14
CMB
+21
CMD
37
Fort
+11
Ref
+15
Will
+14
DR
10/good
SR
22

Weapons: Martial, Simple

Blind-Fight from Feat

<p class="stat-block-1"> In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.</p><p class="stat-block-2">An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>

Great Fortitude from Feat

<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>

Improved Critical from Feat

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

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Weapon Focus from Feat

<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>

Bluff +21, Fly +17, Heal +11, Intimidate +21, Knowledge (planes) +22, Knowledge (religion) +22, Perception +20, Sense Motive +20, Spellcraft +22, Stealth +19, Survival +20, Use Magic Device +14

spell-like abilities:
Constant—Detect Good, Constant—Detect Magic, Constant—See Invisibility, At will—Cause Fear, At will—Deeper Darkness, At will—Teleport, Greater, 3/day—Blight, 3/day—Diminish Plants, 3/day—Magic Missile, 1/day—Horrid Wilting, 1/day—Waves Of Fatigue
Details
Type
Outsider
Alignment
NE
Size
Large
Environment
any (Abaddon)
Organization
solitary, pack (2-5), or cabal (6-12)
Treasure
standard
Senses
darkvision 60 ft., detect good, detect magic; Perception +20
Languages
Abyssal, Draconic, Infernal; telepathy 100 ft.
Source
Bestiary 2
Sources Used in This Record
17 House/Core
  • Uses feat: Blind-Fight (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Great Fortitude (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: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Good (Spell)
    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: Cause Fear (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Deeper Darkness (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: Blight (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Diminish Plants (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Magic Missile (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Horrid Wilting (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Waves Of Fatigue (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.