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Daemon, Genthodaemon

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Jagged bits of metal, armor, and sharp pieces of wire embed the flesh of this towering fiend.

Genthodaemon CR 5

XP 1,600
NE Large outsider (daemon, evil, extraplanar)
Init +0; Senses darkvision 60 ft.; Perception +10
Aura destruction (30 ft.)

DEFENSE

AC 18, touch 9, flat-footed 18 (+9 natural, –1 size)
hp 51 (6d10+18)
Fort +8, Ref +5, Will +3
Defensive Abilities barbed defense; DR 5/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10

OFFENSE

Speed 30 ft., fly 30 ft. (average)
Melee bite +10 (1d8+4), 2 claws +10 (1d6+4 plus bleed 1d4), tail slap +4 (1d8+2 plus bleed 1d4)
Ranged 4 shrapnel +5 (1d6+4/19–20)
Space 10 ft., Reach 10 ft.
Special Attacks penetrating slivers, trample (1d6+6 plus bleed 1d4, DC 17)
Spell-Like Abilities (CL 6th; concentration +8))

Constantdetect good
At willcause fear (DC 13), lesser confusion (DC 13), message, obscuring mist
1/daycrushing despair (DC 16), dispel magic, meld into stone, move earth

STATISTICS

Str 18, Dex 11, Con 16, Int 11, Wis 12, Cha 15
Base Atk +6; CMB +11; CMD 21
Feats Power Attack, Weapon Focus (bite), Weapon Focus (claws)
Skills Fly +7, Intimidate +11, Knowledge (engineering) +9, Knowledge (planes) +9, Perception +10, Stealth +5
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.

SPECIAL ABILITIES

Aura of Destruction (Su)

A genthodaemon can create an aura of pure carnage. All critical threats made against targets within the aura (including the genthodaemon) are automatically confirmed. Dying creatures within the aura take a –10 penalty on stabilization checks. The genthodaemon can activate or suppress this aura as a free action.

Barbed Defense (Su)

A creature that strikes a genthodaemon with a melee weapon, an unarmed strike, or a natural weapon takes 1d4+4 points of piercing damage from the barbed wire and other pieces of jagged metal embedded in the genthodaemon's body. Melee weapons with reach do not endanger their users in this way.

Penetrating Slivers (Ex)

When a genthodaemon confirms a critical hit with a claw attack, pieces of its metal nails break off and enter the target's body, working their way toward its heart. When the slivers reach the heart 1d3 rounds later, the creature takes 1d6 points of Constitution damage. The slivers are destroyed by anything that removes curses, diseases, or death effects. Likewise, creatures immune to curses, diseases, and death effects are immune to this ability.

Shrapnel (Ex)

A genthodaemon can shake loose four large pieces of the shrapnel embedded in its body as a standard action (make a separate attack roll for each piece). This attack has a range of 180 feet with no range increment. All targets of this attack must be within 30 feet of each other. The daemon can launch at most 24 pieces of shrapnel in any 24-hour period.