BDPCC05 - Critter Cache - Daemons (Oef)
BDPCC05 - Critter Cache - Daemons (Oef)
DAEMONS
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John Ball
Playtesting
Erik Nowak, Jeremy Nowak, Noah Peery,
Samantha Styles, Christopher Vasey, Eric Vasey
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DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYER’S HANDBOOK, PLAYER’S HANDBOOK 2, DUNGEON MASTER’S GUIDE,
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written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt; PLAYER’S HANDBOOK 2, written by Jeremy Crawford, Mike
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Critter Cache: Daemons
THE DAEMONS moved to the upper rings of Tartarus, shaping the budding
plane to their whim and establishing their own dominions.
Typhon and his siblings were the masters of an empty
kingdom, and they wished to fill it with creatures that would
In the ancient war between god and primordial, the lines of
serve them, help them grow powerful, and eventually rival the
battle were clearly drawn, and the hatred one side bore the
mighty demons of the Abyss and the great dukes of the Nine
other stemmed from two utterly different views of creation.
Hells. But though the war between gods and primordials had
The gods sought to make order and sense of the universe,
waned in the eons since the fall of Tartarus and Gaia, Typhon
while the primordials ached to unleash the raw stuff of
dared not expose himself, lest he risk the vengeance of his
creation, molding the universe with pure elemental chaos.
parents’ slayers.
These vastly dissimilar ideologies left little common ground
for god and primordial to reach an accord; however, legend To fill the Pit of Tartarus with creatures of their own
holds that one god, the mighty Tartarus, saw some beauty in creation, Typhon and his siblings turned to the race of mortals
the roiling maelstrom of elemental chaos, and sought to who had recently spread across the vastness of the natural
harness its power for his own use. world. They snatched a small number of these weak,
ephemeral beings from beneath the watchful eyes of the gods,
Tartarus was an ancient deity of darkness and shadow, and
and cast their bodies into the great pool of blood that still
as the war between god and primordial raged, he furtively
lingered from the ancient corpses of Tartarus and Gaia. As
began an alliance with a powerful primordial known as Gaia.
Typhon had hoped, the souls within these mortals acted as a
Together, Gaia and Tartarus began to mingle the essence of
catalyst, cleaving to the elemental and divine energies within
immortal and elemental, attempting to create a new race of
the blood and twisting the mortal body into a new and more
servants that would harness the power of both the divine and
potent form. These new creatures, daemons of a lesser sort
the raw strength of chaos. Before they could complete this
than Typhon and his ilk, soon began to fill Tartarus, and
goal, however, they were discovered, and the rage of both god
Typhon began to gather mortal souls in great quantities to
and primordial rained down upon them.
fuel the population of his domain.
In a titanic battle, the gods and the primordials besieged
In time, it became too dangerous to simply abduct mortals
Tartarus and Gaia; the only instance where the two creator
from the mortal realm, as the risk of discovery by the gods that
races were able set aside their differences and work toward a
watched over and received worship from the mortals grew with
common goal. Unable to stand against the arrayed might of
each abduction. However, Tartarus was no longer empty;
both of their respective peoples, Tartarus and Gaia were slain,
thousands upon thousands of lesser daemons now filled its
and their bodies, tangled together in death, were thrown into
soaring peaks, steaming jungles, and shadowy valleys, and
the Astral Sea. The corpses of the two divine beings plowed
Typhon was confident that he held enough power to avoid a
through the swirling mist of the ether, creating a deep pit that
direct confrontation with the gods should he expose himself,
expanded outward in a widening arc of shadow and flame.
and on this assumption, he gambled.
Eventually, Gaia and Tartarus settled at the bottom of the near
infinite pit their falling corpses had created, and their blood Only a fool challenges the gods, and Typhon had no desire
mingled and collected in a vast pool of divine ichor. to do so. Instead, he wished to cement his and the new race
of daemons’ place in the eternal cycle, and in order to do this,
Eons passed, and the gaping pit of shadow and flame in
the great daemon needed powerful allies. So Typhon turned
the Astral Sea became known as the Pit of Tartarus, and was
to those who had traveled the same road he wished to travel,
shunned by both god and primordial alike. However,
beings that had thrown off the shackles of their divine and
something stirred in the vast emptiness of the great pit; the
primordial masters to create their own dominions in the great
mingled blood of Gaia and Tartarus had produced new life,
cosmic wheel. Typhon turned to the Abyss and the Nine Hells.
a creature born of both divine order and elemental chaos –
the first daemon, Typhon. Typhon approached both the demon lords of the Abyss and
the dukes of the Nine Hells simultaneously with the same offer.
Typhon was birthed alone in the great emptiness of the
He would provide powerful daemonic soldiers and servants to
Pit of Tartarus, but he did not remain alone for long. The first
the Abyss and the Nine Hells; creatures that could fill roles the
daemon coaxed others like himself from the coagulate pool
both demon- and devil-kind lacked, or simply strengthen
of his parents’ mingled blood. Hideous and powerful entities
demonic and diabolical armies. In exchange, Typhon would
pulled themselves from the fecund blood of Tartarus and Gaia,
receive a portion of the souls gathered by the two races of fiends,
fiends with names like Agathyrsus, Argus, Echidna, Ixion, and
and they would support his bid to earn legitimacy in the eyes of
Stymphalia – the first masters of a new race of immortals.
the gods. It was far too tempting an offer for the Abyss and the
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Nine Hells to refuse, as a war had been steadily growing between Whether or not Typhon is making a bid to follow in his
the two races of fiends, and both hungered for additional bodies father’s footsteps and become a god is not known, but his
to fill their fiendish armies. siblings keep a wary eye on the master of Tartarus, and a few
have begun to emulate his designs on the mortal realm. Cults
Supported by the Abyss and the Nine Hells, Typhon was devoted to mighty daemons have begun to appear throughout
able to gather thousands of souls, which he parceled out to his the natural world, and the forces of good, as well as those
siblings, now known as archodaemons, to earn their continued established powers of wickedness, have been forced to accept
loyalty. These souls were immediately transformed into more the fact that the daemons’ brand of evil is here to stay.
daemons, allowing Typhon and his siblings to strengthen their
own domains, and set up further alliances with the Abyss and
the Nine Hells. Eventually, this activity did gain the attention
of the gods; but it was far too late for them to intervene.
Typhon had entrenched the Pit of Tartarus into the cosmic
cycle, and even the gods dared not stand against him and the
combined might of the Abyss and the Nine Hells.
Currently, Typhon claims dominion over the Pit of Tartarus,
and for the moment his siblings are content to let him rule.
However, the great archodaemon is no fool, and he makes
sure that the largest portion of souls gathered from the Abyss
and the Nine Hells go to him; further strengthening his
hold on Tartarus with a grand daemonic army under his
control. In addition, Typhon is no longer completely
satisfied with buying the souls of mortals from
his infernal and demonic allies, and he has
made strides on the mortal realm to create
cults that worship he and he alone. The
souls of these cultists come directly to
him, and Typhon has created an elite
group of devoted daemons from the
souls of these worshippers.
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A PRIMER shrouded fens and festering bogs are filled from the river Lethe
as it makes its way sluggishly through the vast ring. Dangers
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Again, the great river Acheron is the surest means of of the Pit of Tartarus. The sea derives its color from the
traveling from Pyragix to the cavernous expanses of corpses of the god Tartarus and the primordial Gaia, which
Bythomia, the fourth ring of Tartarus. Here the still linger at the bottom of Thalassaima, their twisted bodies
Acheron plunges beneath the surface into the eternally leaking blood charged with the very power of
cavernous realm of the brutish archodaemon creation itself. A thin tier encircles Thalassaima, serving
Agathyrsus and his terradaemon servants. The as the fifth and final ring of Tartarus. This last ring is tiny
river Cocytus flows through Bythomia, its dark, when compared to the other rings, but its inhabitants are
silty waters filled with blind wriggling horrors some of the most potent beings in the pit. The powerful
that provide sport and sustenance for the tyrannodaemons, the most potent of daemon-kind,
daemons here...and a violent death to mortals save the archodaemons, command small fiefs of lesser
that enter its waters. Agathyrsus and his vassals daemons, and serve the master of Erebus in whatever
dwell within a vast labyrinth of winding capacity he desires. They are charged with organizing
tunnels that run beneath the entire the mercenary efforts of Tartarus, and beings wishing
circumference of Bythomia. Among his to obtain the services of daemonic mercenaries must
other duties, the cyclops-like archodaemon treat with the terrible tyrannodaemons.
is charged with defending entrance into
Erebus, the realm of Typhon and the The master of Erebus, the mighty Typhon, dwells on
vast bloody sea that fills the bottom a small island in the center of the Sea of Thalassaima with
of Tartarus. his consort and sibling Echidna. This island holds only
Typhon’s fortress, an impregnable tower of black glass
From the fourth ring of that spirals up into the murky, gray sky of Erebus. The
Bythomia the Acheron plunges in tower exudes a thick caul of shadow that covers the
an immense waterfall into the Sea of entire region, plunging Erebus into perpetual night.
Thalassaima, the great blood-red Typhon rarely leaves his tower, although he often
sea that fills the bottom sends his monstrous spawn – the children
produced from his union with the serpentine
Echidna – to do his bidding.
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DAEMON Daemons are a fairly young race of fiends, and do not have
the inroads with mortals that demons and devils do. However,
the great archodaemons have begun to look towards the natural
world as a more direct method of gathering soul energy than the
Mercenary and devious, the immortal race of daemons dwells
mercenary bartering they currently use. Some archodaemons,
with the Pit of Tartarus, which festers like a cancerous sore in
primarily the mighty Typhon himself, have had some success
the ether of the Astral Sea. The daemons are ruled by a group
in attracting mortal worshippers and establishing small cults
of ultra-powerful beings known as archodaemons, which
in their names. The souls of these cultists come directly to the
command vast armies of lesser daemons and control one of
archodaemon they worship, and although the amount of soul
the five rings or tiers of Tartarus. The mighty Typhon and
energy obtained from these cultists is only a small trickle, the
his monstrous consort Echidna rule all of demon-kind from
potential for a vast flood of mortal souls flowing into the Pit
the bottom of the Pit of Tartarus, and although the other
of Tartarus is too great an opportunity to ignore.
archodaemons act with relative autonomy, they take pains
to avoid offending or riling the greatest daemon.
There are many different types or castes of daemons, and
most are created by harnessing the soul energy contained
within the wriggling, worm-like bodies of soul larvae, the end
product of souls gathered by the daemons. The lesser kinds of
daemons are created directly from soul larvae, usually within
one of the many spawning pits found throughout Tartarus.
More powerful daemons, especially the three greater types –
cacodaemons, megalodaemons, and tyrannodaemons – are
instead promoted from the ranks of lesser daemons; although
it still requires the soul energy of hundreds of sacrificed soul
larvae to invoke such a metamorphosis.
Daemons occupy a philosophical middle ground between
the other two races of fiends – the devils and demons. Although
destructive, they are not nearly as chaotic as the demons of
the Abyss; and although organized, they are not nearly as
regimented as the devils of the Nine Hells. Instead, daemons
are mercurial, adaptable, and above all, driven to gain personal
power. To gain power, the race of daemons sell their services
as mercenaries to any that have what they desire – the souls of
mortals. Daemons can be found serving in the highly organized
armies of the Nine Hells or directing a screaming horde of lesser Terradaemon
demons in the Abyss. Whom they serve is not important, and
daemons faithfully serve fiend and mortal alike, as long as they
are paid the agreed upon price in soul energy.
The driving goal of collecting mortal souls is the only way
in which the daemonic race can propagate itself. Lesser daemons NEW MONSTER PROPERTY
collect soul energy for their mercenary activities, and then sell Reactive Resistance: When a creature with reactive
these souls to more powerful daemons, who in turn transform resistance is hit with an attack that deals acid, cold, fire,
the souls into soul larvae, which are then sold to tyrannodaemons lightning, necrotic, psychic, or thunder damage, it gains
or archodaemons to be turned into yet more daemons. This the specified amount of resistance to that type of energy
chain of transactions ensures that lesser daemons gain more and retains it for the rest of the encounter. This ability is
personal power by gaining the attention of more powerful considered both an encounter power and an immediate
daemons as able earners of soul energy, while tyrannodaemons interrupt, and therefore reduces the damage of the
and archodaemons create their own personal armies of lesser triggering attack by the specified amount. If a creature
daemons from the soul larvae they purchase from daemons can use this ability more than once an encounter, it can
occupying the middle tier between lesser and greater daemons. resist only one type of damage from this ability at any
However, greater daemons do hire themselves out as elite
one time. A creature cannot use this ability to resist a
mercenaries from time to time, gathering huge amounts of soul
damage type to which it has vulnerability.
energy without having to work within the long-established
system of transactions described above.
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CACODAEMON Cacodaemon
Large immortal humanoid (daemon)
Level 21 Elite Artillery
XP 6,400
Vile and cunning, the powerful cacodaemons serve the mighty Initiative +14 Senses Perception +19; darkvision,
truesight 5
tyrannodaemons and the various archodaemons as advisors,
Aura of Catastrophe aura 3; enemies within the aura that roll
negotiators, and war captains. Cacodaemons are often
a natural 1 or 2 on their attack rolls automatically miss their
summoned to the mortal realm to oversee large soul-harvesting targets, but roll damage normally for the attack and suffer half
operations, and to keep cultists and other mortal allies in line. the rolled damage. Enemies take only half the rolled damage
from these failed attacks, and do not suffer any other effects the
attack normally inflicts, including ongoing damage.
CACODAEMON LORE HP 304; Bloodied 152
AC 35; Fortitude 31, Reflex 35, Will 32
A character knows the following information with a successful Resist 15 reactive (2/encounter)
Religion check.
Saving Throws +2
DC 25: Cacodaemons are one of three types of greater daemons, Speed 8
the other two being the gargantuan megalodaemons and the Action Points 1
mighty tyrannodaemons. Cacodaemons occupy the bottom of this m Scimitar (standard; at-will) ✦ Weapon
three-level hierarchy, and they constantly strive to earn power and Reach 2; +24 vs. AC; 1d10+5 damage (crit 3d10+15 damage).
prestige that might vault them into the next level. Cacodaemons r Vitriolic Bolt (standard; at-will) ✦ Acid, Poison
often seek power by serving other powerful creatures, such as Ranged 20; +25 vs. Reflex; 2d8+8 acid and poison damage.
tyrannodaemons, or better yet, one of the great archodaemons. R Suppressing Gaze (minor 1/round; at-will) ✦ Gaze
In Tartarus, cacodaemons tend to congregate in Erebus, the fifth Ranged 5; +25 vs. Will; the target can make only basic
and bottom-most ring of the pit. attacks until the start of the cacodaemon’s next turn.
a Vitriolic Burst (standard; recharge 6) ✦ Acid, Poison
DC 30: Cacodaemons are masters of a unique daemonic
Area burst 2 within 20; +23 vs. Fortitude; 4d6+8 acid and
energy known as vitriol. This terrible power combines acid poison damage, and ongoing 10 acid and poison damage
and poison, and cacodaemons can scorch enemies with a (save ends).
variety of blasts and bolts fueled by the tortuous substance. c Breath of Typhon (standard; encounter) ✦ Acid, Poison,
Polymorph
Close blast 5; +24 vs. Fortitude; 4d6+5 acid and poison
CACODAEMON TACTICS damage. Any creatures with the natural origin killed by this
power are transformed into hydra larva under the command
A cacodaemons prefers to blast its enemies from afar with its of the cacodaemon.
array of vitriolic powers, typically opening combat with vitriolic
Vitriolic Retreat (immediate reaction, when first bloodied;
burst, and then finishing off wounded foes with vitriolic bolt. It
encounter) ✦ Acid, Poison, Teleportation
uses suppressing gaze each round to keep enemies with powerful The cacodaemon teleports 8 squares. All creature adjacent
ranged attacks from using them. When pressed by multiple to the cacodaemon when it teleports suffer 15 acid and
opponents, a cacodaemon uses breath of Typhon, and attempts poison damage.
to focus the blast on injured foes, hoping to slay them outright Alignment Evil Languages Common, Supernal
and create larval minions under its control. When wounded, a Skills Arcana +23, Bluff +21, Diplomacy +21, History +23,
cacodaemon teleports away in a burst of vitriolic energy, burning Religion +23
and poisoning enemies nearby. A cacodaemon abhors melee, Str 21 (+15) Dex 18 (+14) Wis 18 (+14)
and avoids it whenever possible, even when confronted by vastly
Con 20 (+15) Int 26 (+18) Cha 23 (+16)
inferior opponents. If forced into melee, it uses its scimitar, and
Equipment scimitar
attempts to keep enemies in the radius of its aura of catastrophe.
Description This large, humanoid fiend has the head of a demonic
crocodile, all scales and sharp, yellow teeth. It wears thick black
ENCOUNTER GROUPS robes and a bright crimson cloak, hiding much of its towering
body. A large, curved sword and a short, iron rod are thrust
Cacodaemons often serve in daemonic mercenary units as field through a red sash at the scaly fiend’s waist.
commanders, and tend to surround themselves with powerful,
brutish daemons, such as terradaemons and cruciodaemons.
Level 21 Encounter (XP 20,050)
• 1 cacodaemon (level 21 elite artillery)
• 3 cruciodaemons (level 18 brute)
• 6 hydra larvae (level 23 minions)
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Chirodaemon
Cacodaemon Cruciodaemon
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CRUCIODAEMON it has its victim in its grasp, presses the unfortunate soul to its
sucker-like mouth to administer a withering kiss. It continues
to drain the grabbed victim until the victim dies, or the
Terrifying and massive, the bizarre cruciodaemons are some cruciodaemon is bloodied, triggering its excruciating burst
of the most feared creatures in daemonic mercenary units. power. In the latter situation, it drops its current victim and
They are physical embodiments of pain and suffering, and focuses its attacks on the creature that bloodied it.
seek no other purpose from existence than to inflict agony
on all they encounter.
CRUCIODAEMON LORE
Cruciodaemon Level 18 Brute DC 20: Cruciodaemons are formed from soul larvae that were
Large immortal humanoid (daemon) XP 2,000 once exceedingly cruel and emotionless mortals. Necrodaemon
Initiative +13 Senses Perception +15; darkvision soulstalkers, looking for mortal souls that could form the
Aura of Agony (Necrotic) aura 3; any enemy within the
essential building blocks of a cruciodaemon, seek torturers,
aura that takes damage from any source must roll an immediate murderers, and those who take pleasure in inflicting pain.
saving throw or be dazed until the start of its next turn. Cruciodaemons are not particularly intelligent, and are fairly
HP 215; Bloodied 107 single-minded engines of destruction; however, their willingness
AC 30; Fortitude 30, Reflex 26, Will 28 to wade into any combat to revel in the agony of battle makes
Resist 15 necrotic, 10 reactive (2/encounter) them perfect shock troops.
Speed 8 DC 25: Cruciodaemons are surrounded by an aura of nearly
m Tentacle Scourge (standard; at-will) ✦ Necrotic unbearable pain that intensifies the agony caused by even the
Reach 2; +21 vs. AC; 2d8+8 damage, and ongoing 5 slightest wound. It is said that these foul creatures actually eat
necrotic damage (save ends).
pain, and those that have seen the broken, empty husks left by
M Scourging Assault (standard; at-will) ✦ Necrotic the daemons’ withering kiss power have no reason to doubt
The cruciodaemon makes two tentacle scourge attacks. If both
such an assertion. The archodaemon Echidna, also known
attacks hit the same target, the target is grabbed (until escape).
A cruciodaemon cannot make tentacle scourge attacks while as the Mother of Monsters, is said to have created the first
grabbing a creature, but it can use withering kiss. cruciodaemons, and they are fairly common on Anapyx, the
M Withering Kiss (standard; at-will) ✦ Healing, Necrotic jungle-choked second circle of Tartarus.
Grabbed target only; +19 vs. Fortitude; 3d8+7 necrotic
damage, the target loses a healing surge, and the
cruciodaemon regains hit points equal to the target’s level. ENCOUNTER GROUPS
c Excruciating Burst (when first bloodied) ✦ Psychic
Close burst 5; +17 vs. Will; 2d6+6 psychic damage, and Cruciodaemons are usually found with more intelligent
the target is stunned (save ends). daemons that can direct their actions. Terradaemons and
Alignment Evil Languages Supernal cacodaemons are the most common types of daemon found
Str 26 (+17) Dex 19 (+13) Wis 22 (+15) with cruciodaemons; and such daemons often lead special
Con 25 (+16) Int 7 (+7) Cha 15 (+11)
mercenary units called “scourges,” which feature three or more
cruciodaemons and a single terradaemon or cacodaemon
Description This towering monstrosity is roughly man-shaped, commander. Cruciodaemons are also quite popular among
with two squat, trunk-like legs, a wide torso, and two waving demons, and many powerful demons and demon lords have
appendages, each terminating in a squirming mass of barbed been known to use the hideous daemons as bodyguards and
tentacles. The creature’s head, by far its most terrible aspect, is a
even brutish torturers.
round, fleshy lump set upon a short neck, featuring four flaps of
pink skin closing moistly over a lamprey-like mouth. A ring of Level 21 Encounter (XP 16,225)
small, crimson eyes circle this slimy orifice, each blazing steadily • 1 cacodaemon (level 21 elite artillery)
with malicious intellect. • 3 cruciodaemons (level 18 brute)
• 3 hydra larvae (level 23 minion)
Level 24 Encounter (XP 32,200)
CRUCIODAEMON TACTICS • 2 mariliths (level 24 elite skirmisher)
A cruciodaemon focuses its attacks on a single opponent. This • 4 cruciodaemons (level 18 brute)
is typically the nearest target, but these foul daemons have
been known to seek out enemies wielding divine healing magic
and attack them over all other foes. A cruciodaemon attacks its
chosen target with scourging assault, and then once
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CRYPTODAEMON LORE The cryptodaemon skulker makes two twin dagger strikes
against the same target.
A character knows the following information with a M Opportunistic Bite (minor 1/round, when flanking an
DC 20: Cryptodaemons are swift and agile, and Skills Stealth +12, Thievery +12
are expert at moving about the battlefield to gain combat Str 16 (+6) Dex 19 (+7) Wis 14 (+5)
advantage over their enemies. All cryptodaemons have a Con 14 (+5) Int 12 (+4) Cha 10 (+3)
poisonous bite, and assassins can spew poisonous spittle with Equipment 4 daggers
enough accuracy to blind opponents at ranges up to 30 feet. Description This bizarre creature appears as an insectoid
centaur, with a segmented lower body and a semi-humanoid
torso, all covered in a layer of horny chitin. The fiend has four
multi-jointed arms and six spindly legs supporting its beetle-like
abdomen. Its head is mantis-like, with huge multifaceted eyes
and sharp mandibles. The beast is armed with a quartet of long,
serrated daggers, one for each of its four hands.
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NECRODAEMON Necrodaemon
Medium immortal humanoid
Level 13 Skirmisher
XP 800
(blind, daemon, undead)
Necrodaemons are horrific undead daemons that gather souls Initiative +12 Senses Perception +14; blindsight 20
for the terrible archodaemons and act as elite skirmishers in HP 129; Bloodied 78
daemonic armies. The necrodaemon soulstalkers are one of the AC 27; Fortitude 25, Reflex 24, Will 23
few types of daemons that can enter the mortal realm without Immune gaze; Resist 10 necrotic, 10 reactive (1/encounter);
being summoned there by a mortal spellcaster. Vulnerable 10 radiant
Speed 6, fly 6 (hover)
m Scythe (standard; at-will) ✦ Necrotic, Weapon
+18 vs. AC; 2d4+5 damage, the target is marked until the
end of the necrodaemon’s next turn and takes ongoing 5
necrotic damage (save ends).
M Reaping Strike (standard; recharge 56) ✦ Healing,
Necrotic, Weapon
Marked target only; require scythe; +18 vs. AC; 4d4+5
necrotic damage, the target loses 1 healing surge, and the
necrodaemon regains 15 hit points.
c Necrotic Whirlwind (standard; encounter) ✦ Necrotic,
Weapon
Requires scythe; close burst 1; +16 vs. AC; 2d4+5 damage,
and ongoing 5 necrotic damage (save ends). The
necrodaemon then shifts 1 squares and makes a second
burst attack; close burst 1; +16 vs. AC; 2d4+5 damage,
and ongoing 5 necrotic damage (save ends).
Lingering Touch of Death ✦ Necrotic
A necrodaemon deals an additional 1d6 points of necrotic
damage to any target suffering ongoing necrotic damage.
Alignment Evil Languages Abyssal, Supernal,
Telepathy 10
NECRODAEMON LORE Skills Religion +14, Stealth +15
Str 20 (+11) Dex 18 (+10) Wis 16 (+9)
A character knows the following information with a successful
Religion check. Con 17 (+9) Int 16 (+9) Cha 14 (+8)
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SOUL LARVA
Soul larvae are the distilled essences of mortal souls, bound
in wretched, wormlike shells and used for currency among
fiendish creatures such as demons, devils, and daemons.
Fiends use the larvae to power rituals, to serve as the basic
building blocks of fiendish life, or simply as a tasty snack.
The daemons of Tartarus are the only creatures that know
how to turn a mortal soul into a larva; and they guard this
knowledge viciously.
Alignment Evil Languages Supernal AC 21; Fortitude 20, Reflex 16, Will 17
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LARVAL BEHEMOTH TACTICS trunk from which project four long necks, each ending in a small
head with a snarling, human-like face.
Larval behemoths, like other larvae, can only attack with
their fanged jaws; however, daemons rarely rely on the larval
behemoths physical attacks to damage enemies. Typically, HYDRA LARVA TACTICS
daemons position larval behemoths in strategic locations, often
chaining them in place upon a battlefield. Then, when foes Hydra larvae attack with their four, writhing heads, biting
come within range, the larval behemoths are slain with ranged with powerful, fanged jaws. They are the only larva that are
attacks by their daemonic masters, catching the enemy in the routinely sent directly against the enemy by their daemonic
radius of their torturous end. masters, serving as elite cannon fodder on battlefields across
the Abyss, Nine Hells, and Tartarus.
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ENCOUNTER GROUPS
Soul larvae are often found serving as cannon fodder for
daemons, and are usually the first wave of any daemonic assault.
Level 7 Encounter (XP 1,578)
• 2 ferrodaemon myrmidons (level 7 soldier)
• 2 ferrodaemon peltasts (level 7 artillery)
• 6 common larvae (level 6 minion)
Level 13 Encounter (XP 4,400)
• 1 necrodaemon (level 13 skirmisher)
• 1 ferrodaemon phalangite (level 14 elite soldier)
• 2 ferrodaemon hoplites (level 10 soldier)
• 4 howling larvae (level 11 minion)
Level 20 Encounter (XP 14,800)
• 1 cacodaemon (level 21 elite artillery)
• 3 cruciodaemons (level 18 brute)
• 6 larval behemoth (level 17 minions)
Level 27 Encounter (XP 52,400)
• 1 tyrannodaemon (level 26 elite controller)
• 2 megalodaemon (level 24 elite soldier)
• 8 hydra larvae (level 23 minions)
OTHER USES
FOR SOUL LARVAE
SOUL LARVAE LORE The soul energy contained inside common soul larvae can be
A character knows the following information with a successful harnessed for a variety of purposes by fiend and mortal alike.
Religion check. The utility of soul larvae makes them very valuable, and thus,
they are used as a form of currency among fiends. Two of the
DC 15: Soul larvae are the distilled essences of mortal souls, most common uses of soul larvae are described below. There are
bound into terrible, worm-like bodies. Soul larvae are used for undoubtedly others known only by the mighty rulers of Tartarus.
a variety of purposes by demons, devils, and daemons. They
can be used to power fiendish rituals or consumed by fiends Rituals: Soul larvae can be used in place of the normal
to restore vigor and health, but their most common use is components of any arcane or divine ritual. Each soul larvae
to serve as the catalyst to quicken a new daemon. is worth the equivalent of 500 gp worth of component cost.
So, for example, a character that wishes to cast Detect Object
DC 20: Generally, a single soul larva can only create the (component cost 1,000 gp) can use two soul larvae instead of
lowliest of daemons, such as a pathodaemon; however, when standard reagents to power the ritual. For mortals, using larvae
numerous soul larvae are mingled together, their combined in this way carries significant moral ramifications, as the
soul energy can create more powerful daemons. Soul larvae can mortal soul inside the larva is destroyed utterly.
also be used to power special rituals that transform a daemon
into another type of daemon; this is usually a promotion to Healing: Daemons can use soul larvae to heal injuries and
the next higher tier of daemonic life. restore vigor, consuming them in much the same way as
mortals drink potions. A single common soul larva can be
DC 25: Soul larvae that are not used to create new daemons consumed by an adjacent daemon as a standard action,
are sometimes tainted with fell magic, and allowed to grow into restoring 15 hit points and ending one ongoing effect.
horrible new forms. The howling larvae, larval behemoth, and
the terrible hydra larvae – which combines the essences of many
common larvae – are three of these forms. These advanced
larvae are used by daemonic armies as cannon fodder, or sold
to demons and devils for the same purpose. Advanced larvae
cannot be used to power rituals or create new daemons.
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LORD OF TARTARUS DC 30: Typhon is the ruler of the Pit of Tartarus, but he has
bequeathed the top-most rings to his younger siblings, the
Typhon, Lord of Tartarus, is the most powerful of the archodaemons coaxed from the mingled ichor of the slain Gaia
archodaemons and the very first of his kind. Born of the union and Tartarus after it had given birth to Typhon himself.
of god and primordial, Typhon commands the might of divine Typhon dwells at the bottom of Tartarus, on the fifth ring of
immortality and the raw power of elemental chaos. Like all of Erebus where the mighty Acheron River has mingled with the
his kind, the greatest of daemons balances his evil between blood of slain god and primordial to form the crimson Sea of
tyrannical ambition and chaotic mayhem, achieving a brand Thalassaima. Typhon’s abode is the Tower of Nix, a mammoth
of evil that is cold, calculating, and utterly ruthless. black spiral that stretches hundreds of feet into the air from a
Typhon is the undisputed master of Tartarus, although he small island in the very center of the Sea of Thalassaima. Here
grants his siblings, the other archodaemons, much autonomy Typhon and his consort Echidna rule the Pit of Tartarus and
in running their own realms. Typhon dwells in Erebus the scheme to spread their particular brand of evil across the
bottom most ring of Tartarus with his consort and sister, the cosmos. Typhon is quite the diplomat, and often entertains
serpentine Echidna. The two great daemons have produced powerful demon lords and mighty dukes of Hell in his tower,
many monstrous spawn, many of which have found their way always eager to strengthen the alliance forged with both
to the mortal realm and propagated there. fiendish races eons ago.
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THE SPAWN DC 30: Euryale and Stheno resemble their mother in many
ways, having inherited her serpentine body and venomous
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Critter Cache: Daemons
TYRANNODAEMON TACTICS the fray against potent melee enemies to sow discord in the
ranks of its foes. When surrounded, a tyrannodaemon uses
A tyrannodaemon prefers to start combat at range, using howl of dread, relying on its aura of dominance to make the
both its gaze attacks and thunderous bark to set its foes at a attack particularly effective.
disadvantage immediately. It then wades into melee, targeting
likely spellcasters with its morningstar and ripping into to A tyrannodaemon usually saves its action point to finish
martial characters with its double bite. A tyrannodaemon uses off a wounded enemy with its morningstar or a double bite
a gaze attacks each round or both gaze attacks if it does not attack. It always enters combat with at least half a dozen larval
take a move action on its turn. It typically uses stupefying gaze minions, using the soul energy contained in the pathetic
against spellcasters to keep them out of the fight and gaze of creatures to heal its wounds.
ENCOUNTER GROUPS
Tyrannodaemons, when encountered on the field, usually
surround themselves with other powerful daemons, primarily
cacodaemons and megalodaemons. They also keep a large
number of soul larvae nearby to consume in case of injury.
Level 27 Encounter (XP 53,100)
• 1 tyrannodaemon (level 26 elite controller)
• 1 megalodaemon (level 24 elite brute)
• 2 cacodaemons (level 21 elite artillery)
• 8 hydra larvae (level 23 minion)
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Critter Cache: Daemons
MONSTERS
BY LEVEL
Every monster in this book appears on this list, which is sorted
alphabetically by level and monster role.
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