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Daemon, Derghodaemon

A deadly and vicious bouquet of insectile claws sprouts from this horrid, three-legged, multi-eyed beast.

Derghodaemon CR 12

XP 19,200
NE Large outsider (daemon, evil, extraplanar)
Init
+5; Senses all-around vision, darkvision 60 ft., detect magic, see invisibility; Perception +28
Aura
feeblemind (DC 20)

DEFENSE

AC 27, touch 14, flat-footed 22 (+5 Dex, +13 natural, –1 size)
hp
161 (14d10+84)
Fort
+15, Ref +14, Will +7
DR
10/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 23

OFFENSE

Speed 40 ft.
Melee
5 claws +21 (1d6+8/19–20)
Space
10 ft.; Reach 10 ft.
Special Attacks
rend (2 claws, 1d8+12 plus 2 Con damage)
Spell-like Abilities
(CL 12th; concentration +15)

Constant—detect magic, see invisibility
At will—greater teleport (self plus 50 lbs. of objects only)
3/day—fear (DC 17), quickened summon swarm
1/day—creeping doom, insect plague, summon (level 4, 1 derghodaemon 30%)

STATISTICS

Str 27, Dex 20, Con 22, Int 7, Wis 17, Cha 16
Base Atk
+14; CMB +23; CMD 38 (40 vs. trip)
Feats
Cleave, Critical Focus, Improved Critical (claws), Power Attack, Quicken Spell-Like Ability (summon swarm), Sickening Critical, Vital Strike
Skills
Intimidate +20, Perception +28*, Sense Motive +20, Stealth +18; Racial Modifiers +4 Perception
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
SQ
swarmwalking

SPECIAL ABILITIES

Feeblemind Aura (Su)

By grinding and clicking its mandibles and chitinous plates together (a free action), a derghodaemon can affect all creatures within 30 feet as if by a feeblemind spell. Daemons are immune to this effect, but all other creatures must make a DC 20 Will save to resist the effects. A creature that makes this save is immune to the effect for 24 hours. A creature that fails remains affected as long as the derghodaemon continues to maintain the aura and the subject remains within 30 feet of the derghodaemon. Once either condition ends, the victim of this effect can attempt a new DC 20 Will save once per minute to recover from the effect; otherwise, it can be cured by a heal, limited wish, miracle, or wish spell. A derghodaemon cannot use its spell-like abilities or rend attack in any round in which it uses its feeblemind aura. This is a sonic mind-affecting effect. The save DC is Charisma-based.

Swarmwalking (Su)

A derghodaemon is immune to damage or distraction effects caused by swarms.

* Editor's Note

The perception modifier is much too high as presented. The base value should be 14ranks+3wis+3class for a total of +20. A Paizo developer has stated that the monster was meant to have a +4 racial bonus (and which has been corrected in the 2nd printing errata), but this appears to leave another 4 points of skill bonus unexplained. GMs are encouraged to use the corrected value of +24 vs. the +28 as listed.

About this Daemon Type...

Multi-limbed insectile horrors, derghodaemons spawn from souls slain by violent insanity, whether it be a mortal butchered by a psychotic criminal, a schizophrenic gutting himself to remove the invisible insects in his veins, or similar grisly scenarios. Moving with an irregular, skittering motion, perpetually chattering and jerking their limbs, these daemons disturb those who view them at a visceral level. Derghodaemons most often serve in the vanguards of daemon armies, herded forward by their more intelligent kindred. Their array of limbs and eyes allows them to wallow in the fray, lashing out at all they encounter, while their ability to induce confusion sows discord among foes. Notoriously difficult to control, derghodaemons left to roam the wilds of Abaddon seek portals leading onto the Material Plane and other sites where conflicts often arise. Even on other planes they seek carnage, hunting for victims of opportunity, tearing apart and devouring anything smaller than themselves, including those who conjure them but lack the prowess to control them.

Personification of Death: Death by violent insanity.

Preferred Sacrifice: An immediate sacrifice of living victims totaling at least 8 HD, and the promise of the same after or during the completion of the daemon’s tasks.

Source Pathfinder Campaign Setting: Horsemen of the Apocalypse: Book of the Damned, Vol. 3 © 2011, Paizo Publishing, LLC; Author: Todd Stewart.