Long ago, a daemonic harbinger whose name has been stricken from history challenged the rule of the Four Horsemen of Abaddon. Somehow discovering the prison of the legendary Oinodaemon, this nameless fiend siphoned part of the god-daemon’s power into itself and ascended to become the Fifth of the Four: the Horseman of Conquest. This living blasphemy was struck down decisively not long after by an alliance of all four archdaemons, the killing blow struck by Roshmolem the Steel Weaver, then the Horseman of War, but not before it created its own daemonic race of deacons: the ultrodaemons.
Ultrodaemons personify death from oppression: the slaver working his slaves to death, the tyrant slaughtering dissenters to make an example, the torturer wringing the last drop of life out of his victims. An ultrodaemon is a towering, slender humanoid with hairless gray skin and an elongated head. They have no mouths, but a chilling voice seems to echo from the air about them. Ultrodaemons’ most striking feature is their eyes: ovoid pools of radiance that shine with every color and transfix those who meet their gaze. Ultrodaemons favor ornate robes that cover their enchanted armor.
Given their origin, ultrodaemons are despised in Abaddon, and only a few serve the Four Horsemen or harbingers as marshals and field commanders. Most ultrodaemons inhabit Abbadon’s forsaken wastes outside the realms of the Horsemen or roam the hinterlands of Hell or the Abyss, petty warlords over their own daemonic armies. Such ultrodaemons plot campaigns of wanton destruction or hire their services out as mercenaries, spreading death and misery however they can. Ultrodaemons are cruel even by fiendish standards, and few minions survive long in their employ.
ULTRODAEMON
CR: 13
XP: 25,600
NE Medium outsider (daemon, evil, extraplanar)
Init: +7; Senses: Darkvision 60 ft.; Perception +23
Aura: Fear (30 ft., DC 23)
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AC: 27, touch 13, flat-footed 24 (+4 armor, +3 Dex, +10 natural)
hp: 189 (18 HD)
Fort +16, Ref +14, Will +15
DR 10/good; Immune: Acid, death effects, disease, poison; Resist: Cold 10, electricity 10, fire 10; SR 24
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Speed: 30 ft.
Melee: +3 greatsword +23/+18/+13/+8 (2d6+6/19-20)
Special Attacks: Hypnotic gaze (fascinated, 30 ft., Will DC 23)
Spell-Like Abilities (CL 18th, concentration +24, +22 ranged touch):
At will - Alter self, deeper darkness, detect magic, detect thoughts (DC 16), dispel magic, greater teleport (self plus 50 lbs. of objects only), invisibility (self only), prying eyes, ray of enfeeblement, ray of exhaustion, scorching ray, suggestion (DC 17)
3/day - Enervation, quickened scorching ray, wall of fire
1/day - Fire storm (DC 22), mass suggestion (DC 20), summon (level 8; 1 ultrodaemon, 1d4 nycadaemons, or 1d6 mezzodaemons; 35%)
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Str 15, Dex 16, Con 21, Int 16, Wis 15, Cha 19
Base Atk: +18; CMB: +20; CMD: 33
Feats: Combat Casting, Improved Critical (ray), Improved Initiative, Iron Will, Point Blank Shot, Precise Shot, Quicken Spell-Like Ability (scorching ray), Uncanny ConcentrationUM, Weapon Focus (ray)
Skills: Bluff +25, Diplomacy +25, Intimidate +25, Knowledge (arcana) +24, Knowledge (planes) +24, Perception +23, Sense Motive +23, Spellcraft +24, Stealth +23
Languages: Abyssal, Draconic, Infernal; telepathy 100 ft.
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Environment: Any (Abaddon)
Organization: Solitary or pair
Treasure: Double standard (+3 longsword, +2 chain shirt, other treasure)
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Hypnotic Gaze (Su): Creatures with 30 feet that meet an ultrodaemon's gaze are fascinated for as long as the ultrodaemon concentrates and for 2 rounds thereafter (Will DC 23 negates). The ultrodaemon's allies are immune to this gaze attack. The save DC is Charisma-based.
THE GENERAL OF GEHENNA
Either a region of Abaddon’s outlands or an adjacent demiplane (sources differ), Gehenna is a hard-to-reach realm dominated by four impossibly huge volcanoes, where no natural surface exists at more than a forty-five degree angle. A haven for divs, night hags, barghests, asuras, and outcast daemons and devils, this deadly range is ruled by the General of Gehenna, an ultrodaemon who has attained the power of a daemonic harbinger. Styling himself heir to the Horseman of Conquest, the General rules from the Crawling City, a metropolis propelled across Gehenna’s surface on billions of grotesque humanoid legs, and most (but not all) ultrodaemons loosely claim allegiance to him. The General of Gehenna is despised by all Four Horsemen, but all campaigns to unseat him have failed due to the inhospitable terrain he calls home.
The General of Gehenna is a neutral evil daemonic harbinger. His areas of concern are conquest and mercenaries, and his unholy symbol is a flaming sword between two glowing eyes. He grants access to the domains of Destruction, Evil, Trickery, and War and to the subdomains of Daemon, Greed, Tactics, and Torture.
Nycadaemons are the scouts and elite shock troops of Abbadon, performing reconnaissance for their daemonic masters and raining death from above. Personifying death by falling from great heights, nycadaemons delight in snatching victims into the air and letting them fall to their deaths.
Among the most classically fiendish-looking of all daemons, nycadaemons resemble bloated green gargoyles with wings that look almost too small to support their weight, yet bear them through the air at great speed regardless. Nycadaemons are powerfully muscled and stand nine feet tall or more. They favor great double-headed axes in combat, though other heavy two-handed weapons are not uncommon.
Nycadaemons are generally more loyal than other daemons, if only due to a complacent nature, and tend to stay with a single master for as long as they are treated well. Nycadaemons relish combat, striking hard and fast, but also delight in subterfuge and intimidation. Though only of middling intelligence, they make great use of their magic abilities to strike from invisibility, deceive foes with mirror images, and teleport away after getting in a few good hits. Nycadaemons are common in the armies of all Four Horsemen and many daemonic harbingers, and even sell their services to powerful archdevils, demon lords, and powerful evil mortals.
NYCADAEMON
CR: 10
XP: 9,600
NE Large outsider (daemon, evil, extraplanar)
Init: +2; Senses: Darkvision 60 ft.; Perception +21
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AC: 25, touch 11, flat-footed 23 (+2 Dex, +14 natural, -1 size)
hp: 133 (14 HD)
Fort +13, Ref +11, Will +11
DR 10/good; Immune: Acid, death effects, disease, poison; Resist: Cold 10, electricity 10, fire 10; SR 21
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Speed: 40 ft., fly 90 ft. (good)
Melee: Mwk greataxe +20/+15/+10 (3d6+7/19-20/x3); or 2 claws +18 (1d6+4 plus 5 bleed plus grab)
Space: 10 ft.; Reach: 10 ft.
Special Attacks: Liftoff, rake (2 claws +18, 1d6+2)
Spell-Like Abilities (CL 14th, concentration +17):
Constant - Ant haulAPG
At will - Deeper darkness, detect magic, greater teleport (self plus 50 lb. of objects only), invisibility, mirror image
1/day - Summon (level 4, 1 nycadaemon or 1d4 mezzodaemons, 30%)
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Str 20, Dex 14, Con 19, Int 13, Wis 10, Cha 16
Base Atk: +14; CMB: +20 (+24 grapple); CMD: 32
Feats: Alertness, Cleave, Flyby Attack, Improved Critical (greataxe), Iron Will, MobilityB, Power Attack, Weapon Focus (greataxe)
Skills: Bluff +20, Intimidate +20, Fly +21, Knowledge (planes) +18, Perception +21, Sense Motive +21, Stealth +15
Languages: Abyssal, Draconic, Infernal; telepathy 100 ft.
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Environment: Any (Abaddon)
Organization: Solitary or squad (4-8)
Treasure: Standard (masterwork greataxe, other treasure)
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Liftoff (Ex): A nycadaemon can only use this ability when airborne. A nycadaemon that gets a hold on a nonflying opponent at least one size category smaller than it can ascend with the grappled creature. When carrying a medium load (for most nycadaemons, a creature weighing between 400 and 798 pounds), the nycadaemon's fly speed drops to 60 feet and it takes a -3 penalty on Fly checks; this penalty worsens to -6 with a heavy load (799 to 1,200 pounds). A nycadaemon can't carry a load of more than 1,200 pounds. The carrying capacity limits here take into account the nycadaemon's ant haul spell-like ability.
GREATER NYCADAEMON (CR 12)
Some nycadaemons, born from souls of exceptional power and cruelty, are created larger and stronger than others of their kind and with four powerful arms. Greater nycadaemons have the advanced simple template and a total of four claw attacks, allowing them to attack with both a greataxe and two claws at once.
Remember when I said I’d still update from time to time?
Echinodaemons are rarely seen, sticking to the deepest chasms of Abaddon’s foul seas. Embodying death by crushing pressure at the ocean floor, echinodaemons only rarely follow other daemons into battle, cleaning up already weakened opponents and devouring the corpses of the fallen.
An echinodaemon’s body is almost entirely mouth, its slavering maw filled with two rows of shark-like teeth and balanced on two spindly legs. Tentacles resembling a cross between a squid’s and a spiny starfish’s emerge from its lumpish body at random points. It has no eyes.
Echinodaemons are not very intelligent and are of limited use to other daemons, so their role in battle is limited to taking up flanking positions to aid more powerful fiends. Left to their own devices, they scavenge whatever they can find in Abaddon’s putrid oceans. They are not capable swimmers, instead simply walking or climbing along the ocean floor.
ECHINODAEMON
CR: 8
XP: 4,800
NE Large outsider (aquatic, daemon, evil, extraplanar)
Init: +5; Senses: Tremorsense 60 ft.; Perception +12
Aura: Nauseating (30 ft.)
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AC: 21, touch 11, flat-footed 20 (+1 Dex, +11 natural, -1 size)
hp: 105 (10 HD)
Fort +10, Ref +8, Will +8
DR 10/good or silver; Immune: Acid, blind, bottom dweller, death effects, disease, poison; Resist: Cold 10, electricity 10, fire 10; SR 19
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Speed: 30 ft., climb 30 ft.
Melee: Bite +15 (1d8+6), 4 tentacles +10 (1d6+3)
Space: 10 ft.; Reach: 10 ft. (5 ft. with bite)
Special Attacks: Rend (2 tentacles, 2d6+9 plus infernal wound)
Spell-Like Abilities (CL 8th, concentration +8):
1/day - Summon (level 5, 1 echinodaemon, 40%)
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Str 22, Dex 13, Con 20, Int 6, Wis 8, Cha 11
Base Atk: +10; CMB: +17; CMD: 28
Feats: Cleave, Great Fortitude, Improved Initiative, Iron Will, Power Attack
Skills: Climb +14, Escape Artist +14, Perception +12, Stealth +10, Swim +19
Languages: Abyssal, Draconic, Infernal; telepathy 100 ft.
SQ: Amphibious
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Environment: Any aquatic (Abaddon)
Organization: Solitary, cluster (3-5), or tangle (7-12)
Treasure: Standard
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Blind (Ex): An echinodaemon is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Bottom Dweller (Ex): Echinodaemons are immune to water pressure damage and nonlethal damage from hypothermia. Although echinodaemons have the aquatic subtype, they do not have a swim speed.
Infernal Wound (Su): The damage an echinodaemon deals as it rends with its terrible hooked tentacles causes persistent wounds. Any creature injured by the echinodaemon's rend attack takes 1 bleed per round. The wound does not heal naturally and resists healing spells. The bleed can be stopped by a DC 20 Heal check, a cure spell, or a heal spell; however, a creature attempting to cast a cure or heal spell to heal such a wound must succeed on a DC 20 caster level check, or the spell fails. The save DC is Constitution-based.
Nauseating Aura (Su): Creatures within 30 feet of an echinodaemon must succeed at a DC 20 Fortitude save or become nauseated for 1 round, Daemons are immune to this effect. The save DC is Constitution-based.
Also called corruptors of fate, anankedaemons embody death by curses - the wards on an ancient tomb, a malediction spoken by a spiteful witch, or a treasure that brings death to its owner. These mercenary fiends sell their services to whatever evil being gives them an opportunity to bring suffering and death to mortals.
Anankedaemons stand slightly shorter than humans, but are powerfully muscled beneath their greasy rolls of fat and loose yellow skin. Their faces resemble canine skulls with a boar's tusks, bloodshot eyeballs in their gaping sockets. Despite their corpulence, anankedaemons are deceptively dextrous and nimble, moving almost with a blur of motion. A strong odor of brimstone surrounds anankedaemons, and when they attack, their victims may hear the faint sound of rolling dice coming from nowhere.
Anankedaemons live to spread misfortune and despair, inflicting curses on all they come across. Corruptors of fate have a strong mercenary streak, selling their services to other fiends or evil spellcasters, especially favoring masters on the Material Plane. Anankedaemons are commonly found in armies of demons or devils, but even these allies find them repulsive and give them a wide berth. Lone anankedaemons may gather minions immune to their curse, such as lacridaemons, cacodaemons, or the weaker undead.
Temerdaemons, embodying all forms of misfortune and accidental tragedy, often bully anankedaemons into doing their bidding. Corruptors of fate who faithfully serve the more powerful fiends and learn from them may be transformed into temerdaemons themselves by the Four Horsemen or daemonic harbingers.
ANANKEDAEMON (Corruptor of Fate)
CR: 5
XP: 1,600
NE Medium outsider (daemon, evil, extraplanar)
Init: +8; Senses: Darkvision 60 ft., detect good, detect magic; Perception +10
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AC: 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
hp: 59 (7 HD)
Fort +8, Ref +6, Will +5
Defensive Abilities: Unluck; Immune: Acid, death effects, disease, poison; DR 5/good or silver; Resist: Cold 10, electricity 10, fire 10; SR 16
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Speed: 30 ft.
Melee: Mwk shortsword +12/+7 (1d6+3/19-20 plus curse), claw +6 (1d4+1 plus curse); or 2 claws +11 (1d4+3 plus curse); or touch +11 (curse)
Ranged: Mwk composite shortbow +12/+7 (1d6+3/x3 plus curse)
Special Attacks: Corrupting gaze
Spell-Like Abilities (CL 6th, concentration +6):
At will - Detect good, detect magic
1/day - Summon (level 3, 1 cacodaemon, 75%)
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Str 17, Dex 19, Con 17, Int 10, Wis 10, Cha 10
Base Atk: +7; CMB: +9; CMD: 23
Feats: Ability Focus (curse), Dodge, Improved Initiative, Weapon Finesse
Skills: Acrobatics +11, Disguise +10, Escape Artist +11, Perception +10, Sleight of Hand +11, Stealth +11
Languages: Abyssal, Draconic, Infernal; telepathy 100 ft.
SQ: Brimstone scent
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Environment: Any (Abaddon)
Organization: Solitary
Treasure: Standard (masterwork shortsword, masterwork composite shortbow [+3 Str] with 20 arrows, masterwork chain shirt, other treasure)
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Brimstone Scent (Ex): Anankedaemons reek of sulfur. Skill checks to track an anankedaemon by scent receive a +2 bonus.
Corrupting Gaze (Su): An anankedaemon can blast its enemies with a glance, at a range of up to 30 feet. Creatures that meet the anankedaemon's gaze must succeed on a DC 13 Fortitude save or take 1d6 points of damage and a -1 penalty on attack rolls, skill checks, and saving throws for 1 minute. The save DC is Charisma-based.
Curse (Su): Creatures touching or touched by an anankedaemon or its weapons fall victim to an effect identical to the bestow curse spell, Will DC 15. Each turn, the target has a 50% chance to act normally; otherwise, it takes no action. Undead and daemons are immune to an anankedaemon's curse ability. The save DC is Charisma-based and includes a +2 bonus from its Ability Focus feat.
Unluck (Su): Roll twice for attacks and damage against an anankedaemon; the attacker must use the lower result. This is a necromantic curse effect.
The oldest anankedaemons often take levels of rogue, slayer, or especially assassin to complement its cruel abilities. These advanced corruptors of fate are highly sought after by even Abbadon's vile nobility.
ANANKEDAEMON ASSASSIN
CR: 10
XP: 9,600
Anankedaemon assassin 5
NE Medium outsider (daemon, evil, extraplanar)
Init: +7; Senses: Darkvision 60 ft., detect good, detect magic; Perception +14
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AC: 25, touch 19, flat-footed 17 (+5 armor, +1 deflection, +7 Dex, +1 dodge, +1 natural)
hp: 124 (12 HD)
Fort +12, Ref +12, Will +8
Defensive Abilities: Improve uncanny dodge, unluck; DR 5/good or silver; Immune: Acid, death effects, disease, poison; Resist: Cold 10, electricity 10, fire 10; SR 16
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Speed: 30 ft.
Melee: +1 shortsword +18/+13 (1d6+4/19-20 plus curse and poison), claw +12 (1d4+1 plus curse); or 2 claws +17 (1d4+5 plus curse); or touch +17 (curse)
Ranged: +1 composite shortbow +18/+13 (1d6+6/x3 plus curse and poison)
Combat Gear: 3 doses of shadow essence poison (DC 17, 1/round for 6 rounds, 1 Str drain and 1d2 Str damage, cure 1 save)
Special Attacks: Corrupting gaze (DC 15), curse (DC 17), death attack (DC 18), sneak attack +3d6, true death (DC 20)
Spell-Like Abilities (CL 6th, concentration +8):
At will - Detect good, detect magic
1/day - Summon (level 3, 1 cacodaemon, 75%)
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Str 17, Dex 24, Con 20, Int 12, Wis 8, Cha 14
Base Atk: +10; CMB: +15; CMD: 31
Feats: Ability Focus (curse, death attack), Dodge, Mobility, Iron Will, Weapon Finesse
Skills: Acrobatics +17, Climb +13, Disguise +17, Escape Artist +22, Perception +14, Sleight of Hand +22, Stealth +22
Languages: Abyssal, Draconic, Infernal; telepathy 100 ft.
Gear: Combat gear plus +1 shortsword, +1 composite longbow [+5 Str] with 20 arrows, +2 leather armor, ring of protection +1, amulet of natural armor +1
SQ: Brimstone scent, hidden weapons
Note the anankedaemon assassin has slightly more gp worth of gear than it should have for its CR. I consider this a fair trade-off for its below-average damage output, but bear that in mind when figuring the treasure budget for an adventure in which you use it..
The corruptor fate appeared alongside the voor as yugoloths in the 3rd Edition Monster Manual IV. The two are notable for being the only ones of their kind not to have the customary -loth or -daemon suffix in their names, which I have corrected here. I have ideas about the voor, but its frankly poor design (six attacks plus rend for a CR 4 creature???) make it a difficult conversion for me.
Among the most numerous of Abbadon's horrors, mezzodaemons are brutish foot soldiers who form the backbone of many daemonic hordes. These daemons personify death from senseless violence; they care for nothing but inflicting pain through brute combat.
A mezzodaemon is a humanoid creature resembling an upright beetle with four clawed arms and a carapace of heavy chitin armor. Its head is set directly into its shoulders, with a fanged mouth and unblinking eyes that glow brightly when the creature experiences a rush of emotion, usually rage. Yellowish poison fumes leak from their mouths.
Mezzodaemons are simple grunts who concern themselves with violence and little else. In combat they weaken foes with their venomous breath before charging with their tridents. When not fighting, they sharpen their weapons and practice their martial skills. They fight for any master who gives them free reign to carry out wanton violence, and countless hordes of the creatures serve each of the Four Horsemen. Mezzodaemons particularly enjoy the company of derghodaemons, and frequently follow in the stronger daemons' wake like jackals following a lion.
MEZZODAEMON
CR: 6
XP: 2,400
NE Medium outsider (daemon, evil, extraplanar)
Init: +6; Senses: Darkvision 60 ft.; Perception +10
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AC: 21, touch 12, flat-footed 19 (+2 Dex, +9 natural)
hp: 66 (7 HD)
Fort +5, Ref +9, Will +5
DR 10/good or silver; Immune: Acid, death effects, disease, poison; Resist: Cold 10, electricity 10, fire 10; SR 17
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Speed: 40 ft.
Melee: Mwk trident +12/+7 (1d8+4/19-20), 2 claws +5 (1d4+1); or 4 claws +10 (1d4+3)
Ranged: Mwk trident +10 (1d8+3/19-20/10 ft.)
Special Attacks: Breath weapon (15 ft., poison, Reflex DC 17 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 10th, concentration +12, +10 melee touch, +8 ranged touch):
At will - Cause fear (DC 13), darkness, desecrate, produce flame, see invisibility
3/day - Dispel magic
1/day - Summon (level 3, 1 mezzoloth, 40%)
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Str 16, Dex 14, Con 19, Int 7, Wis 10, Cha 15
Base Atk: +7; CMB: +10; CMD: 22
Feats: Improved Critical (trident), Improved Initiative, Lightning ReflexesB, Power Attack, Weapon Focus (trident)
Skills: Intimidate +12, Knowledge (planes) +8, Perception +10, Stealth +12
Languages: Abyssal, Draconic, Infernal; telepathy 100 ft.
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Environment: Any (Abaddon)
Organization: Solitary, squad (3-8), or platoon (10-18)
Treasure: Standard (masterwork trident, other treasure)
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Poison (Ex): Breath weapon - inhaled; save Fort DC 17, frequency 1/round for 6 rounds, effect 1d2 Constitution damage, cure 2 consecutive saves.
Rather than keeping the 3E version's cloudkill SLA, usable 2/day and able to kill PCs outright, I followed the 4E version's example and gave the mezzodaemon a breath weapon that's weaker but can be used more frequently.
Creations of a being of unknowable madness, draudnus are fashioned from the bones of celestials for only one purpose: ridding the Abyss of demons.
A draudnu is a human-sized creature whose anatomy appears perversely inverted, and the mere sight of these creatures can drive mortal minds insane. Three powerful legs emerge from the top of its fleshy body, while three arms ending in bone hooks surround its head, a featureless stump with only a single huge red eye where its mouth should be. Spiny bristles adorn its joints, and its bulbous green abdomen is covered in black tumors that spray acidic bile when ruptured.
In the time before mortality, the Abyss was ruled by the proto-demonic life forms known as qlippoths. Only after the first souls of evil mortals descended into the Abyss did the race of demons come into existence, a plague of destruction that quickly overwhelmed the primal evil of the qlippoths, relegating them to the deepest crevices of the Abyss. It was after this initial burst of war between demons and qlippoths that a legion of the holy azatas swept into the Abyss, laying both races low for an age.
Although the azatas’ crusade was a success, countless celestials perished in the fighting, their ivory bones littering the abyssal landscape. It was from these azatas’ bones that Pale Night, an obscure qlippoth lord, created the first draudnus, reshaping them in ways that defined sanity for the purpose of striking back against her race’s enemies. Where other qlippoths lash out at mortal before their souls can turn to sin and form new demons, the draudnus are the antibodies of the Abyss, seeking out and destroying the demons infesting the Outer Rifts. Pale Night has had untold eons to create ever more draudnus, and now millions of them hunt for her pleasure.
DRAUDNU
CR: 10
XP: 9,600
CE Medium outsider (chaotic, evil, extraplanar, qlippoth)
Init: +4; Senses: Darkvision 60 ft., true seeing; Perception +20
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AC: 22, touch 15, flat-footed 17 (+4 Dex, +1 dodge, +7 natural)
hp: 133 (14 HD); fast healing 5
Fort +8, Ref +13, Will +12
Defensive Abilities: Acid spray; DR 10/lawful; Immune: Acid, cold, poison, mind-affecting effects; Resist: Electricity 10, fire 10; SR 21
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Speed: 50 ft.
Melee: 3 flesh hooks +18 (2d6+4 plus immobilize/19-20)
Space: 5 ft.; Reach: 5 ft. (20 ft. with flesh hooks)
Special Attacks: Horrific appearance
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Str 18, Dex 19, Con 18, Int 13, Wis 16, Cha 17
Base Atk: +14; CMB: +18; CMD: 33 (35 vs. trip)
Feats: Combat Expertise, Combat Reflexes, Dodge, Improved Critical (flesh hooks), Skill Focus (Survival), Spring Attack
Skills: Acrobatics +21 (+29 balance, jump), Climb +21, Escape Artist +21, Intimidate +20, Knowledge (planes) +18, Perception +20, Survival +23; Racial Modifiers: +8 Acrobatics to balance or jump
Languages: Abyssal; telepathy 100 ft.
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Environment: Any (The Abyss)
Organization: Solitary or pack (2-4)
Treasure: None
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Acid Spray (Ex): Whenever a draudnu takes damage, it sprays acidic fluid from the sacs on its body, dealing 2d4 points of acid damage to all creatures in a 5-foot-radius burst. The save DC is Constitution-based.
Horrific Appearance (Su): A draudnu can present itself as a standard action to assault the senses of all living creatures within 30 feet. A creature affected by a draudnu's horrific appearance believes that something is growing inside it and gains the sickened condition for 1d6 rounds. A successful Will save (DC 20) negates this effect. This is a mind-affecting gaze attack. The save DC is Charisma-based.
Immobilize (Ex): When a draudnu deals damage with a flesh hook, it can detach the end of that hook in the foe it struck, fastening that opponent to a surface such as a floor or wall. (The draudnu's hook end regrows immediately.) That enemy must succeed on a DC 21 Reflex save or become immobilized. This ability doesn't work if the hook can't fasten a creature to a surface.The immobilized creature cannot move from the space in which it starts its turn. It can attack and cast spells, and it keeps its Dexterity bonus to Armor Class.An immobilized opponent can pull itself free by taking a move action and making a DC 21 Strength check or Escape Artist check. However, the act of pulling free deals that foe 1d10 points of damage, unless it or someone else takes a standard action and succeeds on a DC 21 Heal check to dislodge the hook first. The save DCs are Strangth-based.
Apex predators of the Abyss, jariliths stalk sun-beaten savannahs and poisonous jungles in search of fresh meat. These feline fiends are born from the nightmares of thousands of generations of mortals, the concept of predation given flesh.
A jarilith resembles a great cat with obvious fiendish traits such as horns, spiked tails, bone spurs erupting from their joints, or an ever-present odor of sulfur. Jariliths may look like lions, tigers, jaguars, or other feline predators, or may mix traits from multiple species, but all have the same statistics. They exude both majesty and terror, inspiring palpable fear in those who witness them. Jariliths cannot speak, but are deceptively intelligent and capable of telepathy and several magical abilities that aid them in hunting their prey.
Jariliths are not true demons, taking shape from the fabric of the Abyss itself rather than the souls of mortals, and they exist outside Abyssal politics. Jariliths spend most of their time hunting weaker demons for sustenance, but stronger demons often subjugate them as guards or warbeasts, though they are notoriously difficult to control. The demon lord Nurgal, who appears as a flaming leonine humanoid, has a special affection for jariliths and gives them free reign in his desert realm of Kuthan. Huge prides of the creatures prey on the fiendish gnolls of Lamashtu’s realm of Kurnugia, while countless numbers of these fiends stalk the Screaming Jungle in Gaping Maw, the realm of Demogorgon.
JARILITH
CR: 13
XP: 25,600
CE Large outsider (chaotic, evil, extraplanar)
Init: +11; Senses: Darkvision 60 ft., scent; Perception +27
Aura: Frightful presence (30 ft., DC 21)
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AC: 29, touch 16, flat-footed 22 (+9 Dex, +13 natural, -1 size)
hp: 184 (16 HD)
Fort +16, Ref +17, Will +9
DR 15/good; Immune: Fire, poison; Resist: Acid 10, cold 10, electricity 10; SR 24
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Speed: 60 ft.
Melee: Bite +25 (2d8+4/15-20/x3 plus grab), 2 claws +26 (2d6+4/18-20/x3)
Space: 10 ft.; Reach: 5 ft.
Special Attacks: Pounce, rake (2 claws +26, 2d6+4/18-20/x3)
Spell-Like Abilities (CL 12th, concentration +15):
At will - Clairaudience/clairvoyance, darkness, detect good, detect thoughts (DC 14), doom (DC 14)
1/day - Summon (level 4, 1 jarilith, 35%)
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Str 31, Dex 25, Con 23, Int 8, Wis 14, Cha 16
Base Atk: +16; CMB: +27 (+31 grapple); CMD: 44 (48 vs. trip)
Feats: Critical Focus, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Run, Skill Focus (Perception), Weapon Focus (claw)
Skills: Acrobatics +26 (+30 to balance), Climb +29, Perception +27, Stealth +26 (+34 in heavy undergrowth or tall grass), Survival +21; Racial Modifiers: +4 Acrobatics to balance, +4 Stealth (+12 in heavy undergrowth or tall grass)
Languages: Abyssal (cannot speak); telepathy 100 ft.
SQ: Augmented critical
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Environment: Any (The Abyss)
Organization: Solitary, pair, or pride (6-10)
Treasure: Standard
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Augmented Critical (Ex): A jarilith threatens a critical hit on a natural attack roll of 18-20. On a successful critical hit with a bite or claw attack, it deals triple damage.
Among the most common of qlippoth, the race of proto-fiends who ruled the Abyss before the rise of the demons, ekolids are insectoid monstrosities who embody a primeval fear of parasitism.
An ekolid is roughly the size of a wolf, with a six-legged ant-shaped body, but instead of a head it has several skull-shaped protrusions on its thorax littered with a cluster of unblinking black eyes. Six gossamer wings, arranged in two rows, sprout from it back, and six lashing tentacles tipped with daggerlike spikes emerge from its bulging abdomen. Ekolids are often heard before they are seen, the thrumming of their wings and chittering of their many throats giving them away.
Ekolids are as intelligent as humans, but most of these creatures concern themselves only with reproduction. Ekolids can only reproduce by implanting their eggs into living creatures, a horrifically painful process that takes mere moments once an egg is under the skin. The closest thing to an emotion ekolids ever display is the gleeful chattering they produce when watching their young emerge from a living host. Ekolids can be found in swarms throughout the lower reaches of the Abyss, especially in arid regions with constant heat. They usually prey on demons or other qlippoth, but relish the chance to end mortal lives.
Ekolids are thought to be creations of Obox-ob, the qlippoth lord of vermin, whose defeat by Demogorgon in antiquity marked the end of the qlippoth's rule of the Abyss. To be sure, ekolids swarm in vast numbers in Obox-ob's domain of Zionyn, one of the deepest layers of the Abyss known to scholars. Unlike the feral ekolids of upper levels, Zionyn ekolids display a mockery of civilization, building vast decadent hive-cities in Obox-ob's honor. Such cities feature great marketplaces where mortal slaves, captured by shoggti qlippoth, are sold by the hundreds. Such unfortunate souls are then brought to immense public forums and subjected to "performance hatchings" for the amusement of powerful noble ekolid onlookers.
EKOLID
CR: 4
XP: 1,200
CE Small outsider (chaotic, evil, extraplanar, qlippoth)
Init: +3; Senses: Darkvision 60 ft., true seeing; Perception +13
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AC: 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp: 45 (6 HD)
Fort +7, Ref +5, Will +9
DR 5/cold iron or lawful; Immune: Cold, poison, mind-affecting effects; Resist: Acid 10, electricity 10, fire 10
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Speed: 30 ft., climb 30 ft., fly 60 ft. (average)
Melee: Bite +10 (1d4), 6 stings +10 (1d4 plus implant egg)
Special Attacks: Horrific appearance (DC 14)
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Str 10, Dex 16, Con 15, Int 10, Wis 18, Cha 13
Base Atk: +6; CMB: +5; CMD: 18 (can't be tripped)
Feats: Combat Reflexes, Lightning Reflexes, Weapon Finesse
Skills: Acrobatics +12, Climb +9, Escape Artist +12, Fly +12, Perception +13, Stealth +12
Languages: Abyssal; telepathy 100 ft.
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Environment: Warm desert (The Abyss)
Organization: Solitary or pack (3-8)
Treasure: None
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Horrific Appearance (Su): An ekolid can present itself as a standard action to assault the senses of all living creatures within 30 feet. A creature affected by an ekolid's horrific appearance hallucinates that tiny biting insects are infesting its hair, skin, and clothes. The victim takes a -2 penalty on skill checks and must succeed on a DC 12 concentration check in order to cast any spells for 1d6 rounds. A successful Will save (DC 14) negates this effect. This is a mind-affecting gaze attack. The save DC is Charisma-based.
Implant Egg (Ex): Each time a creature takes damage from an ekolid's sting attack, it must attempt a DC 15 Fortitude save. Failure indicates that the ekolid implants an egg just under the creature's skin. An implanted egg hatches at the start of the ekolid's next turn, at which point a ravenous ekolid grub gnaws its way out of the victim. This deals 1d6 points of damage per egg that hatches and nauseates the victim for 1 round (no matter how many eggs hatch). Remove disease or a similar effect destroys any unhatched eggs, but immunity to disease does not prevent infestation. Newly hatched ekolids are otherwise harmless, but grow to maturity quickly over the course of only a few hours. A hatched grub falls to the ground after crawling free of its host. A grub has 1 hit point and effectively no Armor Class. The save DC is Constitution-based.
Quickness (Su): An ekolid is supernaturally quick. It can take an extra move action during its turn each round.