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Daemon, Physodaemon

An ape-like mass of fur and fangs, the body of this brutish creature is covered in dozens of mouths.

Physodaemon CR 12

XP 19,200
NE Large outsider (dameon, evil, extraplanar)
Init +5; Senses darkvision 60 ft., detect magic, see invisibility; Perception +28 Aura exposure (30 ft.)

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, fire 10, electricity 10; SR 23

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

Constantdetect magic, see invisibility
At willcall lightning storm (may choose upon calling a bolt of lightning to deal cold or fire damage instead of electricity damage, DC 18), greater teleport (self plus 50 lbs. of objects only), gust of wind (DC 15)
3/daycontrol winds (DC 18), entangle (DC 15), summon swarm
1/daycontrol weather, summon (level 4, 1 physodeamon, 30%)

Str 27, Dex 20, Con 22, Int 7, Wis 17, Cha 16
Base Atk +14; CMB +23; CMD 38
Feats Cleave, Critical Focus, Improved Critical (bite), Improved Vital Strike, Power Attack, Tiring Critical, Vital Strike
Skills Intimidate +20, Perception +28, Sense Motive +20, Stealth +18
Languages Abyssal, Infernal; telepathy 100 ft.
SQ swarmwalking

Environment any (Abaddon)
Organization solitary or gang (1 plus 2–12 dhergodaemons, hydrodaemons, and/or meladaemons)
Treasure standard

Aura of Exposure (Su) Whenever a non-daemon creature within a physodaemon's 30-foot-radius aura is dealt acid, cold, electricity, fire, or sonic damage, that creature takes damage as if it had no resistance to acid, cold, electricity, fire, or sonic damage. Any immunity that creature has to acid, cold, electricity, fire, or sonic damage still applies, as normal.

Swarmwalking (Su) A physodaemon is immune to damage or distraction effects caused by swarms.


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