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    Daemon, Narcodaemon

    This tall, emaciated humanoid has sickly, mauve skin; needle-like claws; and a head resembling that of an elephant with a short trunk.

    NarcodaemonCR 10

    XP 9,600
    NE Medium outsider (daemon, evil, extraplanar)
    Init +8; Senses darkvision 60 ft., detect good, detect poison, see invisibility; Perception +16
    Aura altered states (30 ft., Will DC 18 negates)

    AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
    hp 137 (11d10+77)
    Fort +14, Ref +7, Will +9
    DR 10/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 21

    Speed 30 ft.
    Melee 2 claws +18 (1d8+7 plus disease and poison)
    Special Attacks breath weapon (30-ft. cone; disease and poison; usable once every 1d4 rounds), disease, poison
    Spell-Like Abilities (CL 11th; concentration +14)

    Constant—detect good, detect poison, see invisibility
    At will—greater teleport (self plus 50 lbs. of objects only), suggestion (DC 17)
    1/day—summon (level 4, 1d3 ceustodaemons 100%)

    Str 25, Dex 18, Con 24, Int 14, Wis 15, Cha 17
    Base Atk +11; CMB +18 (+22 grapple); CMD 32
    Feats Critical Focus, Improved Initiative, Persuasive, Power Attack, Sickening Critical, Vital Strike
    Skills Bluff +21, Craft (alchemy) +15, Escape Artist +18, Intimidate +21, Knowledge (planes) +16, Perception +16, Sense Motive +16, Stealth +18
    Languages Abyssal, Draconic, Infernal; telepathy 100 ft.

    Environment any (Abaddon)
    Organization solitary, pair, or gang (3–5)
    Treasure standard

    Altered States (Su) Any creature that begins its turn within a narcodaemon's aura must succeed on an DC 18 Will save or experience one of the following effects for 1 round, as if affected by the spell of the same name: calm emotions, confusion, crushing despair, doom, good hope, or rage. The narcodaemon chooses which of these effects applies to all affected creatures, and can change to a new effect as a swift action. This is a mind-affecting poison effect. The save DC is Charisma-based.
    Disease (Ex) Daemonic addiction: breath weapon or claws—inhaled or injury; save Fort DC 22; onset 1 day; frequency 1/day; effect target is staggered any time it isn't suffering ability damage; cure 3 consecutive saves. The save DC is Constitution-based.
    Poison (Ex) Daemonic opiate: breath weapon or claws—inhaled or injury; save Fort DC 22; frequency —; effect 1d4 Con and 1d4 Wis plus target is fatigued for 1 hour; cure 1 save. The save DC is Constitution-based.


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