Daemon, Meladaemon
Description
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.
Combat Stats
- Melee
- bite +20 (2d8+6/19-20 plus disease), 2 claws +19 (2d6+6 plus hunger)
- Space
- 10 ft.
- Reach
- 10 ft.
- DR
- 10/good
- SR
- 22
- Aura
- consumptive aura (20 ft.)
Ability Scores
Proficiencies
Weapons: Martial, Simple
Feats
Blind-Fight, Combat Reflexes, Great Fortitude, Improved Critical (bite), Iron Will, Quicken Spell-Like Ability (magic missile), Weapon Focus (bite)
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
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.
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.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
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.
When using the weapon you selected, your threat range is doubled.
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.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills
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
Spells
- 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
- Aura
- consumptive aura (20 ft.)
- Languages
- Abyssal, Draconic, Infernal; telepathy 100 ft.
- Source
- Bestiary 2