Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Outsiders‎ > ‎Daemons‎ > ‎

    Daemon, Derghodaemon (3pp)

    This creature is a tall, bloated, insect-like creature with five arms and three legs. Each of its arms ends in a sharpened, clawed hand. Its legs end in four-toed feet. Its flesh is mottled green and black and its eyes are large and black with no pupils.


    XP 9,600
    NE Large outsider (daemon, evil, extraplanar)
    Init +7; Senses darkvision 60 ft.; Perception +23


    AC 24, touch 12, flat-footed 21 (+3 Dex, +12 natural, –1 size)
    hp 125 (10d10+60 plus 10)
    Fort +13, Ref +10, Will +7
    Defensive Abilities all-around vision; DR 10/cold iron or silver; Immune acid, flanking, poison; Resist cold 10, electricity 10, fire 10; SR 21


    Speed 40 ft.
    Melee 5 claws +17 (1d6+8 plus grab) and bite +17 (1d8+8)
    Space 10 ft.; Reach 10 ft.
    Special Attacks feeblemind, rend (2 claws, 2d6+12), tear
    Spell-Like Abilities (CL 8th)

    At willcause fear (DC 14), deeper darkness, desecrate, detect magic, see invisibility
    2/daysleep (DC 14), greater teleport (self plus 50 lb. of objects only)


    Str 26, Dex 16, Con 22, Int 7, Wis 14, Cha 16
    Base Atk +10; CMB +19 (+23 grapple); CMD 32 (34 vs. trip)
    Feats Combat Reflexes, Improved Initiative, Iron Will, Power Attack, Toughness
    Skills Intimidate +16, Perception +23, Sense Motive +15, Stealth +12; Racial Modifiers +8 Perception
    Languages Abyssal, Draconic, Infernal; telepathy 100 ft


    Feeblemind (Su)

    Twice per day, by clattering its mandibles together, a derghodaemon can affect all creatures within 30 ft. as if by a feeblemind spell. Daemons are immune to this effect, but all other creatures must make a DC 18 Will save to resist its effects. The effect lasts for 6 rounds. This is a sonic mind-affecting effect. The save DC is Charisma-based.

    Tear (Ex)

    If a derghodaemon grapples an opponent, it automatically hits its opponent with all of its melee attacks each round following that it maintains its hold.

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