Daemons

Daemons

Daemons (or yugoloths, if you prefer) for Pathfinder Planescape that have no official Pathfinder RPG updates.

Arcanadaemon      CR 17

ArcanadaemonXP 102,400
NE Medium outsider (daemon, extraplanar, evil)
Init +14; Senses darkvision 60 ft.; Perception +33

DEFENCE
AC 35, touch 20, flat-footed 25 (+10 Dex, +15 natural)
hp 261 (18d10+126)
Fort +13, Ref +21, Will +15
DR 15/good and silver; Immune acid, death effects, disease, mind-affecting effects, poison; Resist cold 10, electricity 10, fire 10; SR 26

OFFENCE
Speed 30 ft., fly 50 ft. (good)
Melee 2 claws +28 (1d6+5 plus Strength drain), bite +25 (2d6+5)
Special Attacks Strength drain (DC 28 Fort; 1d6/1 Str drain), swift evoker
Spell-Like Abilities (CL 17th; concentration +23):
At will—darkness, fear (DC 23), greater teleport (self plus 50 pounds of objects only), heat metal (DC 19), invisibility, magic missile, major image (DC 20), telekinesis, warp wood (DC 19)
1/day—summon (level 9, 1 arcanadaemon, 100%)
Sorcerer Spells Known (CL 12th; concentration +18)
6th (4/day)—chain lightning (DC 25)
5th (6/day)—cone of cold (DC 24), wall of force
4th (7/day)—locate creature, polymorph, wall of fire
3rd (8/day)—dispel magic, displacement, fireball (DC 22), lightning bolt (DC 22)
2nd (8/day)—flaming sphere (DC 21), locate object, scorching ray, shatter (DC 21), web
1st (8/day)—burning hands (DC 20), comprehend languages, mage armour, shield, shocking grasp
0 (at will)—acid splash, arcane mark, detect magic, ghost sound (DC 17), mage hand, mending, open/close, prestidigitation, read magic

STATISTICS
Str 20, Dex 30, Con 28, Int 23, Wis 18, Cha 24
Base Atk +18; CMB +23; CMD 43
Feats Arcane BlastAPG, Arcane Strike, Empower Spell, Eschew Materials, Flyby Attack, Greater Spell Focus (evocation), Improved Initiative, Spell Focus (evocation), Weapon Finesse
Skills Bluff +28, Diplomacy +25, Fly +31, Intimidate +25, Knowledge (arcana) +27, Knowledge (planes) +27, Knowledge (any one other) +24, Linguistics +27, Perception +33, Sense Motive +25, Spellcraft +27, Use Magic Device +28; Racial Modifiers +8 Perception
Languages Daemonic, Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Githzerai, Githyanki, Gnoll, Goblin, Ignan, Infernal, Orc, Slaadi, Sylvan, Terran; telepathy 100 ft.
SQ cantrips, change shape (Small or Medium humanoid, alter self), flight

ECOLOGY
Environment any (Gehenna)
Organization Solitary, pair, or embassy (3–4)
Treasure standard

SPECIAL ABILITIES
Flight (Su) An arcanadaemon’s ability to fly is a constant magical effect that cannot be dispelled.
Swift Evoker (Ex) An arcanadaemon is particularly adept at quickly casting spells of the school of evocation. Once every 1d4 rounds, an arcanadaemon may cast any evocation spell it knows as a free action, as if it were a quickened spell. Many arcanadaemons are fond of casting burning hands in this manner as they attack with their claws.
Spells (Sp) An arcanadaemon casts spells as a 12th-level sorcerer.

Baernadaemon      CR 9

BaernadaemonXP 6,400
NE Large outsider (daemon, evil, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +14

DEFENCE
AC 24, touch 11, flat-footed 22 (+2 Dex, +13 natural, -1 size)
hp 83 (11d10+22)
Fort +5, Ref +9, Will +13
DR 10/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 21

OFFENCE
Speed 30 ft.
Melee 2 claws +13 (1d8+2/19-20), bite +12 (2d6+2)
Special Attacks close wounds, reopen wounds
Spell-Like Abilities (CL 11th; concentration +14)
At will—charm person (DC 14), contagion (DC 17), crushing despair (DC 17), darkness, detect magic, discern lies, disguise self, fear (DC 17), greater teleport (self plus 50 pounds of objects only), minor image (DC 15), produce flame (DC 14), suggestion (DC 16)
3/day—cloudkill (DC 18), true seeing
1/day—demand (DC 21), symbol of pain (DC 18)

STATISTICS
Str 15, Dex 14, Con 14, Int 16, Wis 19, Cha 17
Base Atk +11; CMB +14; CMD 26
Feats Alertness, Improved Critical (claw), Iron Will, Power Attack, Skill Focus (Knowledge [arcana]), Weapon Focus (claw)
Skills Bluff +17, Diplomacy +14, Intimidate +17, Knowledge (arcana) +23, Knowledge (planes) +17, Perception +23, Sense Motive +23, Spellcraft +17, Survival +19
Languages Daemonic, Abyssal, Draconic, Infernal; telepathy 100 ft.

ECOLOGY
Environment any (Gehenna)
Organization Solitary
Treasure standard

SPECIAL ABILITIES
Close Wounds (Su) Within a range of 30 feet, a baernadaemon can instantly heal any amount of damage that it has inflicted on a creature through its physical attacks. This power is used at will, and there is no limit to the number of times per day a baernadaemon can use it.
Reopen Wounds (Su) 3 times per day, a baernadaemon can cause wounds that it has created on victims to be revisited. The baernadaemon can repeat any damage caused by its claws and bite attacks from one single round, in the last 24 hours, causing the wounds to tear open agonizingly. Victims must be within a line of sight, and up to 30 feet away from the baernadaemon. Thus, if a baernadaemon had inflicted 4 points of damage with a claw attack, 6 with another, and 10 points with its bite attack all in the same round to the same character, it can later use this ability to cause 20 points of damage to recur to that same character. This ability is a free action and can be used in addition to any other attack. There is no saving throw against this ability, though spell resistance still applies.

Canodaemon      CR 5

CanodaemonXP 1,600
NE Medium outsider (daemon, evil, extraplanar)
Init +4; Senses blindsight 40 ft.; Perception +12

DEFENCE
AC 18, touch 10, flat-footed 18 (+8 natural)
hp 57 (6d10+24)
Fort +9, Ref +5, Will +6
DR 5/good; Immune acid, death effects, disease, gaze attacks, poison, sight-based illusions, visual effects; Resist cold 10, electricity 10, fire 10; SR 18

OFFENCE
Speed 50 ft.
Melee tongue +12 (1d4+4 plus grab and paralysis and pull), bite +11 (1d8+5)
Space 5 ft.; Reach 5 ft. (tongue 20 ft.)
Special Attacks paralysis (1d6+2 minutes, DC 17), pull (tongue, 20 feet)
Spell-Like Abilities (CL 5th; concentration +6)
At will—cause fear (DC 12), desecrate, detect good, detect magic
1/day—summon (3rd level, 1 mezzodaemon or 1d3 canodaemons, 40%)

STATISTICS
Str 19, Dex 10, Con 19, Int 5, Wis 17, Cha 12
Base Atk +6; CMB +11 (+15 grapple); CMD 21
Feats Improved Initiative, Improved Natural Attack (bite)B, Skill Focus (Perception), Weapon Focus (tongue)
Skills Intimidate +10, Perception +15, Stealth +9
Languages Daemonic, Abyssal, Common, Draconic, Infernal; telepathy 100 ft.

ECOLOGY
Environment any (Gehenna)
Organization Solitary or pack (3-8)
Treasure none

SPECIAL ABILITIES
Pull (Ex) A canoloth can pull a grappled opponent of Medium or smaller size into its mouth in the same round and make a bite attack.

Mezzodaemon      CR 6

MezzodaemonXP 2,400
NE Medium outsider (daemon, evil, extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +13

DEFENCE
AC 18, touch 11, flat-footed 17 (+1 Dex, +17 natural)
hp 105 (10d10+50)
Fort +10, Ref +8, Will +7
DR 10/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 22

OFFENCE
Speed 40 ft.
Melee +1 trident +15/+10 (1d8+5/19-20) or
2 claws +13 (1d4+3)
Spell-Like Abilities (CL 10th; concentration +12)
At will—cause fear (DC 13), darkness, desecrate, product flame, see invisibility
2/day—cloudkill (DC 17), dispel magic, greater teleport (self plus 50 pounds of objects only)
1/day—summon (level 5, 1 mezzodaemon, 40%)

STATISTICS
Str 16, Dex 14, Con 21, Int 7, Wis 10, Cha 14
Base Atk +10; CMB +13; CMD 25
Feats Great Fortitude, Improved Critical (trident), Improved Initiative, Power Attack, Weapon Focus (trident)
Skills Intimidate +15, Knowledge (planes) +11, Perception +13, Stealth +15
Languages Daemonic, Abyssal, Draconic, Infernal; telepathy 100 ft.

ECOLOGY
Environment any (Gehenna)
Organization Solitary, squad (3-8), or platoon (10-18 plus 1 ultrodaemon)
Treasure standard (+1 trident, other treasure)

Nycadaemon      CR 10

NycadaemonXP 9,600
NE Large outsider (daemon, evil, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +19

DEFENCE
AC 24, touch 12, flat-footed 21 (+2 Dex, +1 dodge, +12 natural, -1 size)
hp 175 (14d10+98)
Fort +16, Ref +11, Will +6
DR 10/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 24

OFFENCE
Speed 40 ft., fly 90 ft. (good)
Melee +2 greataxe +21/+16/+11 (3d6+9/×3) or
2 claws +18 (1d6+5 plus bleed and grab)
Space 10 ft; Reach 10 ft.
Special Attacks bleed (1), rake (2 claws +18, 1d6+5), liftoff
Spell-Like Abilities (CL 14th; concentration +17):
At will—deeper darkness, desecrate, fear (DC 17), greater teleport (self plus 50 pounds of objects only), invisibility, mirror image, see invisibility
1/day—summon (level 7, 1 nycadaemons or 2 mezzodaemons, 30%)

STATISTICS
Str 20, Dex 14, Con 25, Int 13, Wis 10, Cha 16
Base Atk +14; CMB +20; CMD 32
Feats Acrobatic, Alertness, Dodge, Flyby Attack, Iron Will, MobilityB, Power Attack, Weapon Focus (greataxe)
Skills Acrobatics +14 (+18 jumping), Bluff +13, Diplomacy +13, Fly +16, Intimidate +20, Knowledge (arcana) +11, Knowledge (planes) +11, Perception +19, Sense Motive +12, Spellcraft +8, Stealth +19
Languages Daemonic, Abyssal, Draconic, Infernal; telepathy 100 ft.

ECOLOGY
Environment any (Gehenna)
Organization Solitary or squad (4-8)
Treasure standard (+2 greataxe, other treasure)

SPECIAL ABILITIES
Liftoff (Ex) A nycaloth can only use this ability when airborne. A nycaloth that gets a hold on a nonflying opponent of Medium or smaller size can ascend with the grappled creature. When carrying a medium load (a creature weighing between 267 and 532 pounds), the nycaloth’s fly speed drops to 60 feet and it takes a -3 penalty on Stealth checks; these penalties worsen to -6 with a heavy load (a creature weighing between 533 and 800 pounds). A nycaloth can’t carry a load of more than 800 pounds.

Ultrodaemon      CR 13

UltrodaemonXP 25,600
NE Medium outsider (daemon, evil, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +23

DEFENCE
AC 22, touch 14, flat-footed 18 (+3 Dex, +1 dodge, +8 natural)
hp 178 (18d10+90)
Fort +13, Ref +14, Will +15
DR 15/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 25

OFFENCE
Speed 30 ft.
Melee +3 spear +22/+17/+12/+7 (1d8+4/×3)
Special Attacks hypnotic gaze
Spell-Like Abilities (CL 18th; concentration +22)
At will—deeper darkness, desecrate, disguise self (DC 15), fear (DC 18), gaseous form, greater teleport (self plus 50 pounds of objects only), invisibility, prying eyes, ray of enfeeblement, ray of exhaustion, scorching ray, scrying, see invisibility, suggestion (DC 18), wall of fire
3/day—binding (DC 23), enervation, geas/quest (DC 21), mass suggestion (DC 21), quickened scorching ray
1/day—summon (level 9, 2 nycadaemons, 3 mezzodaemons, or 1 ultrodeamon, 35%), symbol of death (DC 22)

STATISTICS
Str 13, Dex 16, Con 21, Int 16, Wis 15, Cha 19
Base Atk +18; CMB +19; CMD 32
Feats Combat Casting, Dodge, Great Fortitude, Improved Precise Shot, Iron Will, Point Blank Shot, Precise Shot, Quicken Spell-Like Ability (scorching ray), Spell Focus (enchantment), Weapon Focus (ray)
Skills Bluff +25, Diplomacy +25, Intimidate +25, Knowledge (arcana) +24, Knowledge (planes) +24, Perception +23, Sense Motive +23, Spellcraft +24, Stealth +24
Languages Daemonic, Abyssal, Draconic, Infernal; telepathy 100 ft.

ECOLOGY
Environment any (Gehenna)
Organization Solitary or pair
Treasure double standard (+3 spear, other treasure)

SPECIAL ABILITIES
Hypnotic Gaze (Su) Hypnotic pattern as cast by an 18th-level sorcerer, no HD limit, 30 feet, Will DC 23 negates. The save DC is Charisma-based.

Yagnodaemon CR 10

YagnodaemonXP 9,600
NE Large outsider (daemon, evil, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +15

DEFENCE
AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, -1 size)
hp 95 (10d10+40)
Fort +11, Ref +9, Will +5
DR 15/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 25

OFFENCE
Speed 50 ft.
Melee +2 longsword +21/+16 (1d8+11/19-20), claw +20 (1d6+10 plus stunning blow)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (5-foot cone, 2d6 acid plus stun, Reflex DC 19 to negate, usable every 1d4 rounds), energy drain (1d4 levels, DC 18), muscular arm
Spell-Like Abilities (CL 10th; concentration +13)
3/day—shocking grasp

STATISTICS
Str 30, Dex 14, Con 19, Int 15, Wis 15, Cha 16
Base Atk +10; CMB +21; CMD 33
Feats Cleave, Great Cleave, Intimidating Prowess, Power Attack, Weapon Focus (claw)
Skills Acrobatics +15 (+23 jump), Bluff +16, Climb +23, Diplomacy +16, Intimidate +26 Knowledge (planes) +15, Perception +15, Sense Motive +15
Languages Daemonic, Abyssal, Common, Draconic, Infernal; telepathy 100 ft.

ECOLOGY
Environment any (Gehenna)
Organization Solitary
Treasure standard (+2 longsword, other treasure)

SPECIAL ABILITIES
Breath Weapon (Su) As a standard action, a yagnodaemon can exhale a cloud of acid every 1d4 rounds. This cloud affects a single 5-foot cone for 1 round. A character in that space must make a Reflex saving throw (DC 19); failure means the character takes 2d6 points of acid damage and is stunned for an equal number of rounds.
Energy Drain (Su) The truly horrific power of the yagnodaemon is its ability to drain life force. The victim must be unconscious or stunned. The yagnodaemon places its head against the victim’s flesh. For each full round the yagnodaemon remains in contact, the victim gains 1d4 negative levels. The Fortitude save DC to remove each negative level is 18.
Muscular Arm (Ex) A yagnodaemon’s larger arm functions as a primary natural weapon, even when it is used to make secondary attacks. This ability negates any secondary attack penalty and allows the yagnodaemon its full Strength bonus with its claw, whether the attack is primary or secondary.
Stunning Blow (Ex) Any character struck by a yagnodaemon’s massive arm must make a Fortitude saving (DC 25) to avoid being stunned for a number of rounds equal to the yagnodaemon’s damage roll (1d6, without Strength modifier).

7 thoughts on “Daemons”

  1. Now this is excellent: I’ve seen 3rd Ed. updates for most of the ‘loths, but not one mention of the Baernaloths since 2nd (& scarce few even there). I’m glad to see that someone else believes they deserve their chance to be XP fodder, too. I use many & varied fiends in my settings, and have gone so far as to define where they came from & what events triggered their creation (or transformation, or spontaneous genesis, etc.). I’ve always liked the origin story of the ‘loths in Planescape, and some other stuff I use (Green Ronin’s Book of Fiends & Book of the Righteous) presents a logical origin for the Baernaloths, so I’m glad to get hold of this.

    1. Thanks, glad it’s helpful to you! I try to be an equal opportunity provider when it comes to XP fodder. 🙂

      A baernaloth conversion is required for the conversion of the War Games adventures from Hellbound: The Blood War – the mysterious Daru Ib Shamiq the PCs are looking for in Squaring the Circle is a baernaloth.

    1. They were, and before Paizo started introducing their own daemons they were the next most powerful after the arcanaloths. I always assumed it was because the arcanaloths didn’t want to be in charge, they just wanted to work their magic without being bothered with running what passes for yugoloth “society”.

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