This creature lurches forward on multiple arms and legs, its spine contorted into a painful curve with its hips higher than it head. Seemingly distracted and muttering to itself, the thing rarely looks up with its glowing red eyes, its hair composed of hundreds of thin, white tendrils that hang over its head like a veil. Strapped onto the creature’s body at various points are sacks and belt pouches stuffed with bizarre collections of objects, and its rear arms wield a wide, black bladed scythe, still coated with the blood of the fiend’s last victim.
AC 27, touch 13, flat-footed 23 (+4 Dex, +14 natural, –1 size)
Speed 30 ft.
At will—bestow curse (DC 19), death knell (DC 17), gaseous form, passwall, stone shape, telekinesis
Str 23, Dex 18, Con 23, Int 13, Wis 24, Cha 20
Those in proximity to a temerdaemon are afflicted by a profound increase in self-inflicted and ally-inflicted wounds, failures in magic, and similar accidental damage. Arcane spell failure chances for armor are doubled. A creature that rolls a natural 1 on its attack roll automatically rerolls the attack against itself (01–50%) or an ally (51–100%). If there is no ally in range, the attack always targets the creature. A creature that rolls a natural 1 on its roll to cast defensively suffers a scroll mishap. Skill checks that have serious consequences if failed by 5 or more (such as Climb, Disable Device, and Swim) have these consequences on all failed checks.