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BDPCC05 - Critter Cache - Daemons (Oef)

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28 views35 pages

BDPCC05 - Critter Cache - Daemons (Oef)

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junous.x
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We take content rights seriously. If you suspect this is your content, claim it here.
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T h i s M o n s t e r Product is 4E Compatible

DAEMONS

A ERYN “BLACKDIRGE” RUDEL


DA E MONS
CON T EN TS

History of the Daemons Page 2 Megalodaemon Page 17


A Primer to the Necrodaemon Page 19
Pit of Tartarus Page 4 Pathodaemon Page 21
Daemon Page 6 Soul Larva Page 22
Cacodaemon Page 7 Terradaemon Page 25
Chirodaemon Page 9 Typhon Page 26
Cruciodaemon Page 10 Tyrranodaemon Page 32
Cryptodaemon Page 11 Monsters by Level Page 34
Ferrodaemon Page 13

Written and Created by


Aeryn “Blackdirge” Rudel

Editing/Proofreading
John Ball

Playtesting
Erik Nowak, Jeremy Nowak, Noah Peery,
Samantha Styles, Christopher Vasey, Eric Vasey

Illustrations
Hunter McFalls, Erik Nowak

Graphic Design & Layout


Erik Nowak

CRITTER CACHE: DAEMONS


Published by Blackdirge Publishing, ©2009
Reference to other copyrighted material in no way constitutes
a challenge to the respective copyright holders of that material.
Blackdirge Publishing and the Blackdirge Publishing logo
are trademarks of Aeryn Rudel. All rights reserved.

www.Goodman-Games.com
DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYER’S HANDBOOK, PLAYER’S HANDBOOK 2, DUNGEON MASTER’S GUIDE,
MONSTER MANUAL, MONSTER MANUAL 2, and ADVENTURER’S VAULT are trademarks of Wizards of the Coast in the USA and other countries and are used with permission.
Certain materials, including 4E References in this publication, D&D core rules mechanics, and all D&D characters and their distinctive likenesses, are property of Wizards of the Coast,
and are used with permission under the Dungeons & Dragons 4th Edition Game System License. All 4E References are listed in the 4E System Reference Document, available at
www.wizards.com/d20. DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy Collins, and James Wyatt; DUNGEON MASTER’S GUIDE,
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
Mearls, and James Wyatt; MONSTER MANUAL 2, written by Rob Heinsoo, and Chris Sims; Adventurer’s Vault, D&D 4E Game System License ©2008, 2009 Wizards of the Coast
page 3 of 7 written by Logan Bonner, Eytan Bernstein, and Chris Sims. © 2008, 2009 Wizards of the Coast. All rights reserved.
Critter Cache: Daemons

HISTORY OF Though Typhon was no longer alone, he yearned for more


than the company of his brothers and sisters, who had slowly

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

2
Critter Cache: Daemons

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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Critter Cache: Daemons

A PRIMER shrouded fens and festering bogs are filled from the river Lethe
as it makes its way sluggishly through the vast ring. Dangers

TO THE PIT include poison gasses, daemonic breeds of crocodile, various


types of monstrous serpents, and the hordes of pathetic larvae

OF TARTARUS and pathodaemons that are so common on this ring. In


addition, the waters of Lethe are said to erase the minds of any
mortal that bathes in them, reducing such a person to a
mindless invalid without thought or memory. The ruler of the
The Pit of Tartarus falls away into a series of rings or tiers from
Elos is the gigantic, hundred-eyed archodaemon Argus, and he
the mist of the Astral Sea, descending like an open sore into the
commands a vast army of lesser daemons that are nominally
ether. It is covered in a thick shroud of gloom that obscures all
charged with the defense of Tartarus’ doorstep, but in reality
but the first tier, the swampy realm of Elos. This shroud gives
are hired out to the highest bidder for the profit of their
the Pit of Tartarus its other name – the Glooms of Tartarus.
commander. Argus dwells in a vast, iron castle that sits upon
Each of the five rings of Tartarus comprises a separate domain
an isle in the middle of the river Lethe.
ruled by one of the immensely powerful archodaemons, and is
in reality a massive ledge, thousands of miles in width and Access to Anapyx, the second ring of Tartarus is possible
diameter, overlooking the gloomy depths of the pit. only by those that brave the great river Acheron where it
crosses the river Lethe and flows down into the river
Traveling from one ring to another presents some
Eridanus. The second ring is shadowy jungle filled with
complications for visitors to the Pit of Tartarus, since the
carnivorous plants, fiendish breeds of dinosaurs, and roving
edge of each tier plunges many miles to the next. Traversing
bands of feral cryptodaemons called the Edomai, or eaters.
the rings is best done by navigating one of the five great
However, the most fearsome denizens of Anapyx are the
rivers of Tartarus, which includes the mighty Acheron that
cruciodaemons, which are more common here than any
connects them all. The river Acheron flows through and over
other ring. The river Eridanus runs throughout Anapyx,
the four rivers that circumnavigate the first four rings
and its waters are treacherous, fast moving, and choked
of Tartarus, the rivers Lethe, Eridanus, Phlegethon, and
with all manner of organic debris. Eridanus is rumored to
Cocytus, before emptying into the great bloody sea that
be tainted with the blood of Typhon himself, and is thought
fills the bottom of the pit.
to be a deadly poison to mortals. The master of Anapyx is the
Most visitors to the pit arrive in the gloomy swamps of insectile Ixion, who roams at will, and may be encountered
Elos, the first and largest ring of Tartarus. Here the gloom- by the foolhardy and unlucky in any part of the shadowy,
hellish jungle that is his domain.
Those wishing to depart the jungles of Anapyx and visit
the soaring, volcanic peaks of Pyragix have two options.
The best and safest option is to fly from Anapyx to Pyragix,
braving the hot winds that scream up from the third ring at
gale-force velocities. However, for those that lack the power
of flight, only the river Acheron remains, forcing travelers
to navigate its treacherous waters from Anapyx to where it
crosses the boiling river of Phlegethon as it flows through the
volcanic valleys of Pyragix. Unfortunately, the terrain along
the floor of Pyragix is a blistering, volcanic hell, deadly to all
but the massive legions of ferrodaemons that are spawned
there. The remaining inhabitants of Pyragix, including the
ruler of the ring, the archodaemon Stymphalia, live among
the towering peaks of the volcanic mountains that rise
thousands of feet into the air above the furnace-like surface.
Chirodaemons are the most common daemon found here,
but other evil flying creatures, such as gargoyles, fell wyverns,
and harpies are also common. Stymphalia rules her domain
from a stony tower that rests above the caldera of the largest
volcano in the ring. Only the power of the archodaemon
herself keeps the massive volcano from erupting and
obliterating the thousands upon thousands of chirodaemon
and other winged horrors that flock to her banner.

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Critter Cache: Daemons

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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Critter Cache: Daemons

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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Critter Cache: Daemons

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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Critter Cache: Daemons

Chirodaemon

Cacodaemon Cruciodaemon

8
Critter Cache: Daemons

CHIRODAEMON CHIRODAEMON TACTICS


A chirodaemon attacks from the air whenever possible,
typically beginning an attack with diving slash, using its razor-
Chirodaemons are massive, winged fiends that resemble
tipped wings to open up huge, bleeding wounds on a foe as it
horrific bat/gargoyle hybrids. They are used as elite aerial
streaks by. It uses plummeting destruction against targets it has
troops in daemonic armies, and are infamous for their bizarre
previously wounded with diving slash, hoping to slay injured
and lethal tactics against ground-based enemies – dropping
foes with the crushing weight of its own falling body. A
out of the sky right on top of them.
chirodaemon saves wind blast if forced to the ground for any
reason, hoping to momentarily disable its foes so that it can
Chirodaemon Level 14 Skirmisher take to the air again.
Large immortal humanoid (air, daemon) XP 1,000
Initiative +14
HP 138; Bloodied 69
Senses Perception +14; darkvision
CHIRODAEMON LORE
AC 28; Fortitude 26, Reflex 25, Will 22 A character knows the following information with a successful
Immune falling damage; Resist 10 reactive (2/encounter) Religion check.
Speed 4, fly 10 (hover); see also diving slash
DC 20: Chirodaemons are quite common on Pyragix, the third
m Wing Slash (standard; at-will) circle of Tartarus, which is dominated by a massive, volcanic
Reach 2; +19 vs. AC; 2d8+6 damage.
mountain range with jagged peaks that soar thousands of feet into
M Diving Slash (standard; at-will) the air. It is on these desolate peaks that the chirodaemons make
The chirodaemon flies up to 10 squares and makes one their roosts, vie for status among one another, and practice their
wing slash at any point during the movement. If the attack
hits, the target takes ongoing 10 damage (save ends). The
terrible, aerial fighting style. Chirodaemons are highly sought after
chirodaemon doesn’t provoke opportunity attacks when by the devils of the Nine Hells, who have little in the way of aerial
moving away from the target of the attack. support in their diabolical armies.
M Plummeting Doom (standard; recharge 6)
DC 25: Oddly, chirodaemons are immune to the bone-
While flying, the chirodaemon can move up to twice its
speed and enter enemies’ spaces. This movement provokes splintering carnage that normally accompanies organic bodies
opportunity attacks, and the chirodaemon must end its falling from great heights. This gives them a distinct advantage
movement on the ground in an unoccupied space. When in combat, as they can literally fall out of the sky right on top
it enters an enemy’s space, the chirodaemon makes a of their enemies. Chirodaemons are so adept at this form of
plummeting attack: +17 vs. Reflex; 4d8+6 damage, and
attack, that they can target man-sized creatures with unerring
the target is knocked prone and dazed until the start of the
chirodaemon’s next turn. Miss: If the chirodaemon misses all accuracy from heights of hundreds of feet
its targets with this attack, it is knocked prone and dazed
until the start of its next turn.
c Wind Blast (standard; encounter) ENCOUNTER GROUPS
Close blast 3; +15 vs. Fortitude; 2d8+4 damage, and
Medium and smaller targets are pushed 3 squares and Chirodaemons are elite aerial skirmishers and often support
knocked prone. ground troops in both daemonic and diabolical armies. When
Fiendish Agility (immediate interrupt; the chirodaemon is hit with employed by devils, the winged fiends are usually paired with
a ranged attack while flying; recharges when first bloodied) bearded and legion devils.
The chirodaemon rolls a saving throw. If the saving throw is
successful, the ranged attack misses. Level 15 Encounter (XP 5,800)
Alignment Evil Languages Supernal • 2 chirodaemons (level 14 skirmisher)
Str 23 (+13) Dex 21 (+12) Wis 15 (+9) • 3 bearded devil (level 13 soldier)
Con 18 (+11) Int 13 (+8) Cha 14 (+9)
• 4 legion devil veterans (level 16 minion)

Description This winged fiend resembles a giant, humanoid bat.


Huge leathery wings stretch from beneath its spindly arms, each
armed with razored spurs of bone along the outside edge. The
fiend’s head is skeletally gaunt, horned, and equipped with
a wide, gaping maw filled with needle-like teeth.

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Critter Cache: Daemons

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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Critter Cache: Daemons

CRYPTODAEMON Cryptodaemon Skulker


Medium immortal humanoid (daemon)
Level 7 Lurker
XP 300
Initiative +11 Senses Perception +10; darkvision
Cryptodaemons serve their daemonic masters as assassins, HP 62; Bloodied 31
spies, and scouts. They are quick, agile, and ruthlessly efficient AC 21; Fortitude 17, Reflex 20, Will 16
when assigned to fill any of three roles listed above. The two
Resist 10 poison
castes of cryptodaemon are identified by the weapons the use –
Speed 8, climb 6 (spider climb)
skulkers carry daggers, while assassin carry katars – and the
m Twin Dagger Strike (standard; at-will) ✦ Weapon
color of their chitinous armor – green for skulkers and black
+12 vs. AC; 2d4+4 damage, and the cryptodaemon skulker
for assassins. shifts 1 square.
M Dagger Barrage (standard; recharge 56) ✦ Weapon

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

successful Religion check. opponent; at-will) ✦ Poison


+12 vs. AC; 1d4+4 damage, and the cryptodaemon skulker
DC 15: Cryptodaemons are one of the most common makes a secondary attack on the same target. Secondary
Attack: +10 vs. Fortitude; the target is weakened until the
types of daemons, and can be found on every ring of Tartarus;
end of the cryptodaemons skulker’s next turn.
however, they gather in massive cannibalistic bands on Anapyx,
Combat Advantage
where their archodaemon progenitor, Ixion, rules. Crypto-
A cryptodaemon skulker deals an additional 1d6 damage
daemon skulkers outnumber the more powerful assassin by on melee attacks against any target it has combat
a ration of ten to one, and the assassins often lead squads advantage against.
of skulkers when working in daemonic mercenary units. Alignment Evil Languages Supernal

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.

CRYPTODAEMON SKULKER TACTICS


A cryptodaemon skulker avoids direct frontal assaults when it
can, preferring to attack from ambush. It tries to open combat
from hiding, clinging to walls and ceilings, or simply lurking
in the shadows. Once combat begins, it picks out a single
target and uses dagger barrage to make the most of its surprise
attack. Once noticed, the cryptodaemon attempts to maneuver
itself into a flanking position with allies to gain combat
advantage and make use of opportunistic bite.

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Critter Cache: Daemons

Cryptodaemon Assassin Level 11 Elite Lurker


Medium immortal humanoid (daemon) XP 1,200
Initiative +15 Senses Perception +12; darkvision
HP 176; Bloodied 88; see also bounding escape
AC 27; Fortitude 23, Reflex 25, Will 20
Resist 10 poison, 10 reactive (1/encounter)
Saving Throws +2
Speed 10, climb 8 (spider climb)
Action Points 1
m Twin Katar Strike (standard; at-will) ✦ Weapon
+16 vs. AC; 2d6+6 damage (crit 2d6+18), and the
cryptodaemon assassin shifts 1 square.
M Tearing Barrage (standard; at-will) ✦ Weapon
The cryptodaemons makes 2 twin katar strikes. If both attacks
hit the same target, the target takes an additional 10 damage.
M Opportunistic Bite (minor 1/round, when flanking an
opponent; at-will) ✦ Poison
+16 vs. AC; 1d4+4 damage, and the cryptodaemons
makes a secondary attack on the same target. Secondary CRYPTODAEMON ASSASSIN TACTICS
Attack: +14 vs. Fortitude; the target is weakened until the
end of the cryptodaemons assassin’s next turn. A cryptodaemon assassin always attempts to attack from
M Blinding Spittle (minor; recharge 56) ✦ Poison hiding, allowing it to gain combat advantage on its enemies
Ranged 5; +14 vs. Reflex; 1d4+3 damage, and the target is from the outset of combat. Once combat begins, it uses
blinded until the end of the cryptodaemon assassin’s next turn. blinding spittle on a likely spellcaster, and then moves in to use
Combat Advantage tearing barrage on its blinded foe, spending an action point to
A cryptodaemons assassin deals an additional 2d6 damage make a second tearing barrage if it thinks it can slay its target
on melee attacks against any target it has combat outright. It continually shifts about the battlefield to maintain
advantage against.
flanking position on its enemies or to avoid being flanked
Bounding Escape (immediate reaction; when first bloodied) itself. When seriously wounded, the cryptodaemon assassin
The cryptodaemon assassin shifts 10 squares.
leaps away from its attacker to reconsider its options, fleeing
Alignment Evil Languages Supernal if heavily outnumbered or outgunned.
Skills Stealth +16, Thievery +16
Str 18 (+9) Dex 23 (+11) Wis 15 (+7)
Con 16 (+8) Int 16 (+8) Cha 12 (+6) ENCOUNTER GROUPS
Equipment 4 katars
Cryptodaemons are employed in small units as scouts,
Description This insectoid horror resembles a cross between a spies, and assassins. They also support soldier-type daemons,
praying mantis and a centaur. Its chitinous armor is matte-black, such as ferrodaemons as light skirmishers. When working in
as are the blades of the katars held in its four hands. It moves with mercenary units, cryptodaemons are often paired with fiends
a quick, agile grace that leaves no doubt regarding it skill with such as bearded devils, aiding these frontline troops in much
blade, stealth, and murder.
the same way they aid ferrodaemons.
Level 8 Encounter (XP 1,800)
• 2 ferrodaemon myrmidons (level 7 soldier)
• 2 ferrodaemon peltasts (level 7 artillery)
• 2 cryptodaemon skulkers (level 7 lurker)
Level 14 Encounter (XP 4,800)
• 2 cryptodaemon assassins (level 11 elite lurker)
• 3 bearded devils (level 13 soldier)

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Critter Cache: Daemons

FERRODAEMON DC 20: Although it might appear at first glance that


a ferrodaemon is made entirely of metal, they are actually covered
from head to toe in an intricate suit of armor. These suits of armor
Ferrodaemons form the rank and file of daemonic armies, are fashioned by the daemonic smiths on Pyragix, the fiery,
and they are the most common daemons to be sold out as volcano-strewed 3rd circle of Tartarus. Once a suit is completed,
mercenaries by the powerful archodaemons. A ferrodaemon three to five soul larvae, depending on the caste of ferrodaemon,
squad can accomplish nearly any military task required, and are sealed inside the armor. Then, a terrible ritual is cast over the
each ferrodaemon is well-versed in tactics and the brutal hand- larvae and the armor, causing the wretched creatures to merge
to-hand combat found on fiendish battlefields. into a single lump of sentient flesh that adheres to the iron walls
of its new home. The consciousnesses of the individual larvae
also merge, creating the wicked mind of the new ferrodaemon.
FERRODAEMON LORE A ferrodaemon can never remove its armor, for the armor acts
as an exoskeleton for the boneless, fleshy creature within.
A character knows the following information with a successful
Religion check.
Ferrodaemon Myrmidon Level 7 Soldier
DC 15: Ferrodaemons are the most common type of daemon Medium immortal humanoid (daemon) XP 300
found in daemonic armies, and are quite skilled in all matters
Initiative +7 Senses Perception +4; darkvision
military. There are four castes of ferrodaemon, each filling an
important role in a combat. The myrmidons act as light infantry, HP 82; Bloodied 41
supported by the peltasts; while the hoplite phalanxes, supported AC 23; Fortitude 19, Reflex 17, Will 16
by the powerful phalangites, present a wall of spears and heavy Resist 10 fire, 5 against attacks that target AC
infantry to the enemy. Speed 7
m Short Sword (standard; at-will) ✦ Weapon
+14 vs. AC; 1d6+4 damage.
M Shield Charge (standard; recharge 56) ✦ Weapon
The ferrodaemon myrmidon makes a charge attack: +15
vs. AC; 1d4+4 damage, the target is knocked prone, and
the ferrodaemon myrmidon makes a melee basic attack
against the target as a free action.
R Blade Bend (minor; encounter)
Ranged 10; +12 vs. Fortitude; one target holding a melee
weapon makes a melee basic attack against its own AC,
dealing normal damage on a hit.
M Fiendish Riposte (immediate interrupt, the ferrodaemon is hit
with a melee attack; encounter) ✦ Weapon
The ferrodaemon suffers no damage from the attack, and
makes a melee basic attack on its attacker as a free action.
If the attack hits, the ferrodaemon gains a +2 bonus to
damage rolls against the target until the end of its next turn.
Iron Lord
A ferrodaemon gains a +2 bonus to attack rolls against
targets in metal armor.
Alignment Evil Languages Supernal
Skills Intimidate +9
Str 18 (+7) Dex 14 (+5) Wis 13 (+4)
Con 18 (+7) Int 12 (+4) Cha 12 (+3)
Equipment plate armor, heavy shield, short sword

Description This creature resembles a living suit of stylized plate


armor, although pulsing gray flesh can be seen in the empty spaces
between the armor’s plates. The creature’s head is a conical helm,
with a tiny slit from which blazes an unwholesome, crimson fire.
It carries a large round shield and short stabbing sword.

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Critter Cache: Daemons

FERRODAEMON MYRMIDON TACTICS


A ferrodaemon myrmidon focuses its attacks on enemies
wearing heavy, metal armor, stabbing with its iron short sword
with brutal precision. It typically begins combat with blade
bend, and uses shield charge against the same target while it
struggles to maintain control over its weapon. A ferrodaemon
reserves fiendish riposte for an attack that would bloody it or
reduce it to 0 hit points.

Ferrodaemon Peltast Level 7 Artillery


Medium immortal humanoid (daemon) XP 300
Initiative +7 Senses Perception +9; darkvision
HP 63; Bloodied 31
AC 19; Fortitude 17, Reflex 19, Will 16
Resist 10 fire, 5 against attacks that target AC
Speed 7
m Short Sword (standard; at-will) ✦ Weapon
+10 vs. AC; 1d6+3 damage.
r Barbed Javelin (standard; recharge 56) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6+3 damage, and ongoing
5 damage (save ends).
R Mobile Assault (standard; recharge 456) ✦ Weapon
The ferrodaemon makes a barbed javelin attack and shifts 2
squares before and after the attack. In addition, it gains a
+2 bonus to AC until the end of its next turn.
M Wayward Missile (immediate interrupt, the ferrodaemon is
hit with a ranged weapon attack; encounter) ✦ Weapon
The ferrodaemon suffers no damage from the attack, and the
attacker is forced to reroll the attack against one ally within
5 squares of the ferrodaemon peltast (ferrodaemon’s
choice). If the attack hits the ally, the ally suffers normal
damage.
Fiendish Aim
The ferrodaemon peltast deals an additional 1d6 damage
with ranged attacks to targets that are not adjacent to an ally.
Iron Lord
A ferrodaemon gains a +2 bonus to attack rolls against
targets in metal armor.
Alignment Evil Languages Supernal
FERRODAEMON PELTAST TACTICS
Skills Athletics +11, Acrobatics +12
Str 16 (+6) Dex 18 (+7) Wis 13 (+4) A ferrodaemon peltast tries to keep its enemies within the first
Con 15 (+5) Int 12 (+4) Cha 12 (+4) range category of its javelins, and tends to target creatures that
Equipment plate armor, light shield, short sword, 10 barbed have moved away from their allies to make use of fiendish aim.
javelins It uses mobile assault to gain tactical advantage over its foes,
and wayward missile to thwart ranged attacks aimed at it.
Description This s creature is covered from head to toe in
sculpted steel plates, made to resemble a lightly armored, fiendish
warrior. Its head is a snarling, demonic face crafted from yet more
steel, and its weapons consist of a short stabbing sword, and a
brace of barbed javelins. Despite its metallic covering, the fiend
moves with liquid speed.

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Critter Cache: Daemons

Ferrodaemon Hoplite Level 10 Soldier


Medium immortal humanoid (daemon) XP 500
Initiative +10 Senses Perception +7; darkvision
HP 107; Bloodied 53
AC 26; Fortitude 22, Reflex 19, Will 19
Resist 10 fire, 5 against attacks that target AC
Speed 6
m Barbed Spear (standard; at-will) ✦ Weapon
+17 vs. AC; 1d8+5 damage (crit 2d8+13 damage).
M Double Thrust (standard; at-will) ✦ Weapon
The ferrodaemon hoplite makes two barbed spear attacks.
If both attacks hit the same target, the target takes ongoing
5 damage (save ends).
M Piercing Riposte (immediate interrupt, the ferrodaemon
is hit with a melee attack; encounter) ✦ Weapon
The ferrodaemon hoplite suffers no damage from the attack,
and makes a melee basic attack against its attacker. If the
attack hits, the target suffers an additional ongoing 5
damage (save ends), and the ferrodaemon commander
gains a +2 bonus to damage rolls against the target until
the end of its next turn. FERRODAEMON HOPLITE TACTICS
c Blade Rebellion (standard; encounter)
Close burst 5; +13 vs. Fortitude; targets enemies; each
A ferrodaemon hoplite prefers to fight side by side with
target holding a melee weapon makes a melee basic attack its fellows to make the best use of wall of spears. It attacks
against its own AC, dealing normal damage on a hit. with lightning-quick thrusts of its heavy barbed spear, and
Iron Lord uses piercing riposte when an attack would bloody or slay it.
A ferrodaemon gains a +2 bonus to attack rolls against A ferrodaemon hoplite uses blade rebellion when it can
targets in metal armor. catch at least two of its enemies within the burst.
Wall of Spears
All squares within reach of the ferrodaemon hoplite are
considered difficult terrain for its enemies.
Alignment Evil Languages Supernal
Skills Intimidate +13
Str 20 (+10) Dex 16 (+8) Wis 14 (+7)
Con 19 (+9) Int 15 (+7) Cha 17 (+8)
Equipment plate armor, heavy shield, barbed spear

Description This metal-skinned fiend resembles a classic warrior with


a large round shield and a heavy, steel-tipped spear. Its body seems to be
a single piece of animated steel, but closer examination reveals dozens
of separate pieces, riveted together to form a crude, armor-like skin.

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Critter Cache: Daemons

Ferrodaemon Phalangite Level 14 Elite Soldier FERRODAEMON PHALANGITE TACTICS


Medium immortal humanoid (daemon) XP 2,000 A ferrodaemon phalangite typically leads ferrodaemon
Initiative +13 Senses Perception +10; darkvision hoplites into battle, arranging itself and its allies in a tight
HP 282; Bloodied 141
phalanx so that wall of spears creates a wide swath of difficult
terrain. It typically begins combat with storm of swords,
AC 32; Fortitude 28, Reflex 23, Will 26
targeting a clumped group of enemies in order to create chaos
Resist 10 fire, 10 reactive (1/encounter), 10 against attacks
that target AC
and discord in their ranks. When in melee, it uses vitriolic
assault to burn and poison numerous targets, while relying
Saving Throws +2
on spiked defense and the reach of its spear to keep enemies
Speed 6
at bay. It uses staggering riposte early on in the fight to gain
Action Points 1
tactical advantage, and again when first bloodied. The
m Vitriolic Longspear (standard; at-will) ✦ Acid, Poison,
ferrodaemon phalangite typically reserves its action point to
Weapon
make a second vitriolic assault against a powerful foe it has
Reach 2; +20 vs. AC; 1d10+6 damage, and ongoing 5
acid and poison damage (save ends). wounded earlier in the combat.
M Vitriolic Assault (standard; at-will) ✦ Acid, Poison, Weapon
The ferrodaemon phalangite makes two vitriolic longspear
attacks against the same target. If both attacks hit, all enemies ENCOUNTER GROUPS
adjacent to the target suffer 10 acid and poison damage.
Ferrodaemons are deployed in small squads or massive
M Spiked Defense (immediate reaction, when the ferrodaemon
is missed with a melee attack with a reach of 1; at-will)
armies depending on the needs of their demonic or diabolical
+18 vs. Reflex; 1d6+4 damage. clients. Often a powerful daemon such as a cacodaemon leads
M Staggering Riposte (immediate interrupt, the ferrodaemon
ferrodaemons into battle, supporting them with daemonic
phalangite is hit with a melee attack; recharges when first magic. In addition, smaller groups of ferrodaemons serve as
bloodied) ✦ Acid, Poison, Weapon bodyguards and elite warriors in personal armies for powerful
The ferrodaemon phalangite suffers no damage from the and influential daemons.
attack, and makes a melee basic attack on its attacker as
a free action. If the attack hits, the target is knocked prone, Level 8 Encounter (XP 1,878)
and the ferrodaemon champion gains a +2 bonus to • 3 ferrodaemon myrmidons (level 7 soldier)
damage rolls against the target until the end of its next turn. • 2 ferrodaemon peltasts (level 7 artillery)
a Storm of Swords (standard; encounter) • 6 common larvae (level 6 minion)
Area burst 3 within 10; +16 vs. Fortitude; each target
holding a melee weapons makes a melee basic attack with Level 14 Encounter (XP 4,900)
a +2 bonus to the roll against its own AC, dealing normal • 1 ferrodaemon phalangite (level 14 elite soldier)
damage on a hit.
• 4 ferrodaemon hoplites (level 10 soldier)
Iron Lord • 6 howling larvae (level 11 minion)
A ferrodaemon gains a +2 bonus to attack rolls against
targets in metal armor. Level 18 Encounter (XP 10,400)
Wall of Spears • 2 terradaemons (level 15 controller)
All squares within reach of the ferrodaemon phalangite are • 2 ferrodaemon phalangites (level 14 elite soldier)
considered difficult terrain for its enemies. • 8 ferrodaemon hoplites (level 10 soldier)
Alignment Evil Languages Supernal
Skills Intimidate +17
Str 23 (+13) Dex 19 (+11) Wis 16 (+10)
Con 21 (+12) Int 17 (+10) Cha 20 (+12)
Equipment spiked plate armor, longspear

Description This tall, iron-skinned brute carries a ten-foot


spear tipped with a barbed iron head. The spear tip drips a
foul greenish substance that spits and hisses when a drop strikes
the ground. The creature is not truly made of metal; on closer
inspection, it is clear that the fiend is covered in stylized armor
that leaves one wondering what manner of monstrosity lurks
beneath all that iron.

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Critter Cache: Daemons

MEGALODAEMON MEGALODAEMON TACTICS


A megalodaemon begins combat by charging groups of
smaller opponents, using thunderous tread to knock them
Impossibly huge, megalodaemons are some of the most feared
to the ground. It then targets a likely spellcaster with its
daemons in Tartarus, and only the mighty tyrannodaemons
flail, drags the unfortunate victim close, and uses crushing
and the archodaemons themselves can command their loyalty.
destruction to keep it in place and out of the combat. A
Nearly unstoppable in combat, megalodaemons can lay waste
megalodaemon uses threatening reach and its ability to slide
to entire armies of lesser fiends, or bring down entire cities
foes into advantageous positions for its allies to dictate the
with a few well-placed blows of their massive flails.
battle according to its terms. It relies on its massive size and
powerful resistances to keep it from harm.
Megalodaemon Level 24 Elite Brute
Gargantuan immortal humanoid (daemon) XP 12,100
MEGALODAEMON LORE
Initiative +14 Senses Perception +22; all-around
vision, darkvision, truesight 10 A character knows the following information with a successful
HP 558; Bloodied 279 Religion check.
AC 38; Fortitude 42, Reflex 33, Will 36 DC 25: Megalodaemons are one of the three types of greater
Resist 15 reactive (2/encounter); Vulnerable 10 radiant daemons. Their power is eclipsed only by the tyrannodaemons
Saving Throws +2 and the great archodaemons that rule the five circles of Tartarus.
Speed 8 Although massive and physically powerful, megalodaemons are
Action Points 1 not unthinking brutes, and often rule small fiefs of daemons
m Chain Flail (standard; at-will) ✦ Weapon on the ring of Elos. In addition, megalodaemons often hire
Reach 4; +27 vs. AC; 4d6+11 damage, the megalodaemon themselves out to other types of fiends, such as devils and
slides the target 4 squares, and the target is knocked prone. demons, as mobile siege engines for fiendish armies and elite
M Crushing Destruction (minor 1/round; at-will) guardians for demon lords and archdevils.
Adjacent prone Large or smaller creature only; +25 vs.
Fortitude; 4d6+11 damage, and the target takes ongoing DC 30: Megalodaemons, like all greater daemons, are not
10 damage and is restrained (save ends both). If the created directly from soul larvae. They are instead promoted
megalodaemon moves from its squares, the target is no from the ranks of lesser demons that have served Tartarus,
longer restrained and stops taking ongoing damage.
and especially Typhon himself in some grand capacity.
A megalodaemon can restrain only one enemy at a time.
M Thunderous Tread (when the megalodaemon ends its move
adjacent to a Large or smaller creature, at-will)
+23 vs. Reflex, the target is knocked prone. ENCOUNTER GROUPS
Threatening Reach In daemonic armies, megalodaemons are paired with smaller,
The megalodaemon can make opportunity attacks against fast-moving troops that can provide skirmishing and missile
all creatures within its reach (5 squares).
support. Demons often hire individual megalodaemons as
Impregnable Colossus elite bodyguards, while devils tend to pair one or more of the
A megalodaemon has resist 10 against attacks with the
massive daemons with a pit fiend to create an elite squad of
weapon keyword originating from creatures that are size
Large or smaller. shock troops.
Alignment Evil Languages Supernal, telepathy 10 Level 24 Encounter (XP 30,000)
Str 32 (+23) Dex 14 (+14) Wis 20 (+17) • 1 megalodaemon (level 24 elite brute)
Con 29 (+21) Int 16 (+15) Cha 14 (+14) • 2 cacodaemons (level 21 elite artillery)
• 4 hydra larvae (level 23 minions)
Description This humanoid colossus towers a staggering 40
feet tall, and carries a giant length of barbed chain nearly twice Level 26 Encounter (XP 48,600)
that length. Its ungainly body is ebony skinned and covered with • 1 pit fiend (level 26 elite soldier)
dozens upon dozens of staring, lidless eyes. Oddly, there are no
• 2 megalodaemons (level 24 elite brute)
eyes in the gargantuan fiend’s head, just a slavering, toothed
• 8 legion devil legionnaires (level 21 minions)
maw bisecting its skull vertically. The ground shakes as the giant
daemon approaches, scattering lesser daemons in its wake.

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Critter Cache: Daemons

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Critter Cache: Daemons

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)

Description This horrific humanoid creature is dressed in tatters


DC 20: Necrodaemons are created with soul larvae that have
and strips of black leather that trail behind it like a nest of snakes
been infused with necrotic energy. These undead larvae are then
as it floats through the air. Its flesh is bone white, and its head is
submerged in the Sea of Thalassaima, where the divine and nothing more than a blank oval, devoid of any features except a
elemental energies flowing in the bloody sea act as a catalyst, spidery, black rune where its face should be. The apparition grips
causing the larvae to undergo a swift transformation into a a scythe with a blade of sharpened bone.
fledgling necrodaemon. Blind, eerie, and fueled by death, the
faceless horror that emerges from the Sea of Thalassaima is
one of the more potent daemons in the Pit of Tartarus. Not
surprisingly, necrodaemons are very common on Erebus, the
NECRODAEMON TACTICS
fifth ring of Tartarus and the location of the Sea of Thalassaima. A necrodaemon attacks with its necrotic-charged scythe,
inflicting deep rotting wounds on its foes. It begins combat
DC 25: Necrodaemons that please their masters may be
with necrotic whirlwind to inflict ongoing necrotic damage on
rewarded with an infusion of soul energy that transforms them
as many enemies as possible so that it can capitalize on follow-
into necrodaemon soulstalkers. Soulstalkers are gifted spies and
up attack with lingering touch of death. A necrodaemon saves
assassins, but their primary role is gathering souls for their
reaping strike to use when it becomes bloodied or it thinks it
tyrannodaemon and archodaemon masters. Necrodaemon
can slay an enemy outright.
soulstalkers can enter the mortal realm by passing through the
Shadow Realm, thereby alleviating the need to be summoned
into the natural world. They are the only daemons that can
freely enter the mortal realm, and do so often to snatch mortal
souls to be turned into soul larvae back in Tartarus.

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Critter Cache: Daemons

the necrodaemon soulstalker spends an action point and uses


Necrodaemon Soulstalker Level 18 Elite Lurker soul thief on the target, hoping to slay the target outright and
Medium immortal humanoid XP 4,000 steal away its soul. It uses soulstalker to prevent a marked target
(blind, daemon, undead) from escaping, or to put itself in a better tactical position.
Initiative +20 Senses Perception +18; blindsight 20 When bloodied, a necrodaemon soulstalker draws upon the
HP 266; Bloodied 133 energies of the Shadow Realm to cloak itself in darkness,
AC 34; Fortitude 30, Reflex 33, Will 29 making it all but invisible for a short while.
Immune gaze; Resist 15 necrotic, 10 reactive (2/encounter);
Vulnerable 10 radiant
Saving Throws +2 ENCOUNTER GROUPS
Speed 8, fly 8 (hover)
Necrodaemons have an affinity with undead, and are often
Action Points 1 encountered with them. This is especially true for necrodaemon
m Sickle (standard; at-will) ✦ Necrotic, Weapon soulstalkers working their evil in the mortal realm. In Tartarus,
+23 vs. AC; 1d6+7 damage, ongoing 5 necrotic damage necrodaemons often support daemonic armies and mercenary
and the target is marked (save ends both).
units as elite skirmishers and scouts.
M Necrotic Evisceration (standard; at-will) ✦ Necrotic, Weapon
The necrodaemon soulstalker makes two sickle attacks. If Level 15 Encounter (XP 6,000)
both attacks hit the same target, the target loses 1 healing • 1 ferrodaemon phalangite (level 14 elite soldier)
surge and takes ongoing 10 necrotic damage (save ends). • 2 necrodaemons (level 13 skirmisher)
M Soul Thief (standard; recharge 6) ✦ Healing, Necrotic, • 3 ferrodaemon hoplites (level 10 soldier)
Weapon • 6 howling larvae (level 11 minion)
Requires sickle; marked target only; +23 vs. AC; 4d6 + 7
necrotic damage, and the target can make only basic attacks Level 18 Encounter (XP 10,000)
(save ends). If this attack reduces the target to 0 hit points, the
• 1 necrodaemon soulstalker (level 18 elite lurker)
targets is slain and the necrodaemon soulstalker regains 66 hit
points and soul thief recharges. Creatures slain by this attack • 2 slaughter wights (level 18 brute)
are difficult to return to life with the Raise Dead ritual, requiring • 4 abyssal ghoul hungerers (level 18 minion)
an extra 500 gp of residuum per level of the character raised.
Lingering Touch of Death ✦ Necrotic
A necrodaemon deals an additional 2d6 points of necrotic
damage to any target suffering ongoing necrotic damage.
Soulstalker (move; at-will) ✦ Teleportation
The necrodaemon soulstalker can teleport adjacent to any
marked target within range of its blindsight.
Shelter of Shadows (immediate reaction, when the
necrodaemon soulstalker is first bloodied; encounter)
The necrodaemon soulstalker gains total concealment
against all enemies until the end of its next turn.
Alignment Evil Languages Abyssal, Common,
Supernal, Telepathy 10
Skills Religion +19, Stealth +21
Str 21 (+14) Dex 24 (+16) Wis 18 (+13)
Con 19 (+13) Int 20 (+14) Cha 20 (+14)

Description This tall, emaciated creature wears a cloak of


tattered black leather, and hovers above the ground, floating
silently. Its face is a blank oval devoid of a features save a twisting
red rune where its face should be. The fiend holds a pair of sickles,
their blades glowing with a greasy black radiance.

NECRODAEMON SOULSTALKER TACTICS


A necrodaemon soulstalker begins combat by choosing a
single opponent and marking that opponent with its sickle.
Then, on the following round, it attacks the same target with
necrotic evisceration. If necrotic evisceration bloodies the target,

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Critter Cache: Daemons

PATHODAEMON PATHODAEMON TACTICS


A pathodaemon targets foes with its hopeless gaze, and then
wriggles forward to savage the dazed foe with its claws. A
Lowly and wretched, the pathodaemon is the weakest of
pathodaemons is intelligent enough to use simple tactics, and
daemon-kind. Used strictly as cannon fodder in daemonic
it attempts to keep enemies within the radius of its aura of woe
armies, pathodaemons are created and sold by the thousands
to make them easier to hit in combat.
to devilish and demonic buyers to act as a buffer between
frontline troops and enemy forces.
PATHODAEMON LORE
Pathodaemon Level 3 Controller A character knows the following information with a successful
Small immortal humanoid (daemon) XP 150 Religion check.
Initiative +4 Senses Perception +6; darkvision
DC 15: Pathodaemons can be found on nearly every ring of
Aura of Woe (Psychic) aura 1; enemies within the aura suffer
Tartarus, but they are most common on Elos, where they
a –2 penalty attack rolls and all defenses.
wriggle through the fetid bogs and fens of the first circle in
HP 46; Bloodied 23
great squirming hordes. Pathodaemons are the only type of
AC 17; Fortitude 14, Reflex 16, Will 15
daemon that can be created from a single, common soul larva.
Speed 4 The small amounts of soul-energy used in their creation makes
m Claws (standard; at-will) pathodaemons exceedingly weak, although they can still be
+8 vs. AC; 1d6+1 damage, or 1d6+5 against a dazed foe. dangerous in large numbers. A pathodaemon that distinguishes
R Hopeless Gaze (standard; recharge 56) ✦ Gaze, Psychic itself somehow from the thousands upon thousands of its
Ranged 10; +6 vs. Will; 2d6+2 psychic damage, and the brethren might be noticed by more powerful daemons and
target is dazed (save ends).
promoted to the next tier of daemonic life. However, such
Poison Mind (immediate reaction, when targeted with an effect individuals are exceedingly rare.
that targets Will defense; at-will) ✦ Psychic
A creature that targets a pathodaemon with an attack that DC 20: Pathodaemons are fully aware of their terrible,
targets Will defense suffers 1d6 psychic damage, whether wretched state, and are surrounded by a palpable aura of despair
or not that attack hits or misses.
and hopelessness that can be debilitating to other creatures.
Alignment Evil Languages Supernal
Enemies meeting a pathodaemon’s gaze get a glimpse into its
Str 12 (+2) Dex 16 (+4) Wis 11 (+1) diseased mind, a shocking and potentially lethal situation.
Con 14 (+3) Int 8 (+0) Cha 15 (+3)

Description This wretched creature resembles a misshapen


humanoid with thin, gangly arms and the lower body of a great, ENCOUNTER GROUPS
pallid worm. Its face features two black, lidless eyes and a wide
mouth that hangs open, emitting a low, keening moan. The moan
Pathodaemons are typically encountered in large groups; and
intensifies as you draw near, and the creature drags itself toward great hordes of the wretched things are sent ahead of daemonic
you, clawing at the earth with its withered limbs. armies to soften up the enemy. They are occasionally found
assisting other minor daemons, such as cryptodaemons, but
only in the most menial and debasing fashion. Human cultists
that worship an archodaemon might receive a pathodaemon or
two as a gift from their daemonic master.
Level 4 Encounter (XP 825)
• 1 human mage (level 4 artillery)
• 2 human berserkers (level 4 brute)
• 2 pathodaemons (level 3 controller)
Level 5 Encounter (XP 1,050)
• 1 cryptodaemon (level 7 lurker)
• 5 pathodaemons (level 3 controller)

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Critter Cache: Daemons

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.

Common Larva Level 6 Minion


Small immortal magical beast XP 44
Initiative +1 Senses Perception +3; darkvision
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 16, Reflex 13, Will 14
Speed 4
m Bite (standard; at-will)
Howling Larva Level 11 Minion
+9 vs. AC; 4 damage. Medium immortal magical beast XP 150
c Tortuous End (when the common larva is reduced to 0 hit Initiative +3 Senses Perception +5; darkvision
points) ✦ Psychic Cacophonous Yowl (Psychic) aura 3; enemies within the aura
Close burst 1; targets creatures with an origin other than take a –2 penalty to attack rolls.
immortal or elemental; +5 vs. Will; the target is dazed
(save ends). HP 1; a missed attack never damages a minion.

Alignment Evil Languages Supernal AC 21; Fortitude 20, Reflex 16, Will 17

Str 14 (+5) Dex 6 (+1) Wis 10 (+3) Speed 6

Con 14 (+5) Int 4 (+0) Cha 4 (+0) m Bite (standard; at-will)


+14 vs. AC; 6 damage.
Description This small, worm-like creature appears a tubular, c Tortuous End (when the howling larva is reduced to 0 hit
fleshy sack topped with a twisted humanoid head that is both points) ✦ Psychic
sexless and feral. Its thin, greasy skin is nearly transparent, Close burst 3; targets creatures with an origin other than
offering onlookers a nauseating glimpse at the inner workings immortal or elemental; +10 vs. Will; the target is dazed
of the pathetic little beast. (save ends).
Alignment Evil Languages Supernal
Str 16 (+8) Dex 6 (+3) Wis 10 (+5)
COMMON LARVA Con 16 (+8) Int 4 (+2) Cha 4 (+2)

TACTICS Description This fleshy serpentine creature is limbless and


covered in a thin membrane of slimy gray skin. Its head is vaguely
Common larvae are pathetic and human-like, although its eyes are swollen and yellow and its mouth
weak, and are not much of a threat, is a lipless cavern that dominates its hateful face. The thing howls
even in fairly large numbers. They and screams unceasingly, filling the area with a terrible, mind-
attack by mobbing a foe and biting wrenching cacophony.
with their fanged jaws. However,
their most dangerous ability is the
terrible, soul-searing anguish they HOWLING LARVA TACTICS
release upon death; the last
desperate cry of a tormented soul Howling larvae attack by biting with their fanged jaws. The
before it fades into oblivion. constant yowling and screeching that howling larvae produce
is only a minor irritation to daemons and other fiends, but
it serves as a debilitating, psychic assault on other creatures.
Daemons often utilize howling larvae as a type of organic trap
and alarm system, setting them strategically around their lairs
to alert them of intruders.

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Critter Cache: Daemons

Larval Behemoth Level 17 Minion Hydra Larva Level 23 Minion


Large immortal magical beast XP 400 Large immortal magical beast XP 1,275
Initiative +7 Senses Perception +9; darkvision Initiative +10 Senses Perception +12; darkvision
HP 1; a missed attack never damages a minion. HP 1; a missed attack never damages a minion.
AC 27; Fortitude 25, Reflex 20, Will 20 AC 33; Fortitude 27, Reflex 22, Will 24
Speed 6 Speed 6
m Bite (standard; at-will) m Bite (standard; at-will)
+20 vs. AC; 7 damage. Reach 2; +26 vs. AC; 9 damage.
c Tortuous End (when the larval behemoth is reduced to 0 hit M Hydra Bite (standard; at-will)
points) ✦ Psychic The hydra larva makes up to 4 bite attacks. It cannot make
Close burst 5; targets creatures with an origin other than more than 2 bite attacks on a single target.
immortal or elemental; +16 vs. Will; the target is dazed and c Tortuous End (when the howling larva is reduced to 0 hit
suffers a –2 penalty to attack rolls (save ends both).
points) ✦ Psychic
Alignment Evil Languages Supernal Close burst 5; targets creatures with an origin other than
Str 22 (+14) Dex 8 (+7) Wis 13 (+9) immortal or elemental; +22 vs. Will; the target is dazed and
suffers a –2 penalty to attack rolls (save ends both).
Con 18 (+12) Int 6 (+6) Cha 4 (+5)
Alignment Evil Languages Supernal
Description This immense, bloated worm has a misshapen, Str 26 (+19) Dex 8 (+10) Wis 13 (+12)
humanoid head with a wretched, leering human face.
Con 20 (+16) Int 6 (+9) Cha 4 (+7)

Description This bulbous, worm-like creature has a short flabby

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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Critter Cache: Daemons

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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Critter Cache: Daemons

TERRADAEMON TERRADAEMON TACTICS


A terradaemon begins combat by targeting a single foe within
range with gaze of the morass, and then hammers away at the
Hulking and powerful, the cyclops-like terradaemons are
slowed target with its massive, cold iron hammer. It typically
potent, versatile front-line fighters in the mercenary armies of
targets such a foe with petrifying strike, hoping to add a grim,
Tartarus. Smart enough to lead other daemons, and more than
life-like statue to the chaos of the battlefield. A terradaemon
powerful enough to hold their own against greater demons and
reserves destructive resonance to scatter and weaken multiple
devils, they are an expensive commodity and highly sought
foes attempting to surround it. It relies on its thick skin,
after by both immortal and elemental commanders.
armor, and earthen defense to keep it from harm.

Terradaemon Level 15 Controller


Large immortal humanoid (daemon, earth) XP 1,200 TERRADAEMON LORE
Initiative +7 Senses Perception +11; darkvision A character knows the following information with a successful
HP 154; Bloodied 77 Religion check.
AC 29; Fortitude 30, Reflex 22, Will 24 DC 20: Terradaemons are most common in the subterranean
Resist 10 reactive (2/encounter) caverns and vaults that lie beneath the surface of Bythomia,
Speed 6 the fourth ring of Tartarus ruled by the archodaemon
m Cold Iron Hammer (standard; at-will) ✦ Weapon Agathyrsus. Like the master of Bythomia, the terradaemons are
Reach 2; +20 vs. AC; 2d8+6 damage, or 2d8+10 damage ponderous and slow moving, but nearly unstoppable once riled
against a slowed target. or set upon a task.
M Petrifying Strike (standard; recharge 56) ✦ Weapon
Reach 2; requires hammer; +20 vs. AC; 2d8+6 damage, DC 25: Terradaemons respect strength, and are unlikely to
and the target is slowed (save ends). First Failed Save: The serve masters that are physically weak or small. They disdain
target is immobilized (save ends). Second Failed Save: The ranged combat, and desire to only charge straight on into
target is petrified (no save). their foes, hammers pounding like the pistons of some great
R Eye of the Morass (minor 1/round; at-will) ✦ Gaze daemonic engine. However, they can and do follow orders,
Ranged 10; +19 vs. Fortitude; the target is slowed (save ends). and if paid well, can be expected to serve as effective front-line
c Destructive Resonance (standard; encounter) ✦ Thunder shock troops in daemonic, demonic, and diabolical armies.
The terradaemon strikes its maul against the ground,
creating a burst of damaging sound waves: close blast 5;
+17 vs. Fortitude; 2d6+4 thunder damage, the target is
pushed 3 squares, knocked prone, and takes a –2 penalty ENCOUNTER GROUPS
to AC and melee and ranged attack rolls with the weapon
keyword (save ends all). Mercenary daemonic units containing terradaemons often
feature chirodaemons as well. The two types of daemons,
Earthen Defense (immediate interrupt; the terradaemon is hit
with an attack that targets a defense other than Fortitude;
although radically different in outlook and temperament,
recharge 456) complement each other’s abilities perfectly.
The terradaemon can substitute its Fortitude defense for the
defense its enemy is actually attacking. Level 16 Encounter (XP 7,000)
• 2 terradaemons (level 15 brute)
Earth Mastery
A terradaemon gains a +1 bonus to attack and damage • 3 chirodaemons (level 14 skirmisher)
rolls against targets on the ground. • 4 larval behemoths larvae (level 17 minion)
Alignment Evil Languages Supernal
Skills Endurance +17, Intimidate +14
Str 23 (+13) Dex 11 (+7) Wis 18 (+11)
Con 26 (+15) Int 14 (+9) Cha 14 (+9)
Equipment chain mail, cold iron hammer

Description This massive, ponderous creature resembles a giant with


pebbly, gray skin and a single massive eye, lidless and staring, in the
center of its blocky, misshapen head. It grips a crudely wrought iron
hammer in one meaty fist and wears a thick shirt of steel links.

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Critter Cache: Daemons

TYPHON that dominate the Pit of Tartarus. In addition, Typhon is the


progenitor of the unique daemonic energy known as vitriol. In
other ways, Typhon commands power as his father did, the
great elder god of night Tartarus. He can summon up darkness
and smite foes with blindness; in addition to commanding the
“THE FIRST DAEMON,” physical might of the divine.

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.

Massive and horrible, Typhon is a towering monstrosity


whose form combines terrible beauty with diabolical ugliness. TYPHON’S TACTICS
From the waist up, he has a muscular humanoid torso and a Few creatures beyond the mighty lords of the Abyss and
handsome if cruel face. His hair and beard is a nest of small, the archdukes of the Nine Hells could challenge the great
writhing serpents, and a pair of angelic wings juts from his Typhon with any hope of survival. For any mortal foolish
shoulders. Typhon’s lower body is mass of hissing snakes, each enough to confront the first daemon, only painful death
thicker than a man’s waist and armed with a set of venom-filled and transformation into a soul larva rewards such folly.
fangs. A shroud of poisonous vitriol hangs in a thick cloud over
the mighty archodaemon when he wishes it, burning and Typhon begins his first round of combat by spending two
envenoming any enemies that dare to approach him. minor actions to use gloom gaze against a likely spellcaster
and gift if Typhon to augment the most powerful allied
The Lord of Tartarus is armed with his father’s sword, the daemon in range. Then he spends a standard action to strike
dread Blade of Tartarus, once wielded by the elder god himself. with the Blade of Tartarus, or, if no enemies are within melee
The sword drains the strength and sight from any creature it range, he uses vitriolic blast to smite foes from afar. Typhon is
touches, smiting them with a glimpse of the eldritch void in a shrewd tactician and prefers to let his minions engage an
which it was forged. enemy first, supporting them with vitriolic blast, gloom gaze,
or the terrible Typhon’s awful boon. However, Typhon does
not shrink from melee combat, and eagerly engages foes
TYPHON LORE foolish enough to enter close combat with him. In melee,
Typhon relies on the Blade of Tartarus to keep his foes at a
DC 20: Typhon is the first daemon, the original progeny of
constant disadvantage, and one hundred serpents and vitriolic
the mingled blood of a god and a primordial. He rules the Pit
blood to further hamper their attacks and movement. He
of Tartarus and all the daemons within it owe him fealty to
saves dark reaper onslaught to use against severely wounded
one degree or another. Typhon has a small cult in the mortal
foes, hoping to slay them outright and gain a hydra larva ally.
realm, and is sometimes worshipped by powerful reptilian or
Typhon typically uses his action points when gift of Typhon
serpentine creatures, such as medusas, and nagas.
recharges, further augmenting his daemonic minions.
DC 25: Typhon, in many ways takes after his mother, the
primordial Gaia, and has the power of creation to some
limited degree. It was he that first discovered the process of
turning mortal souls into soul larva, and it was he that first
turned soul larvae into the myriad forms of lesser daemons

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Critter Cache: Daemons

Typhon Level 34 Solo Controller (Leader)


Huge immortal humanoid (daemon) XP 195,000
Initiative +25 Senses Perception +30; darkvision, R Gift of Typhon (minor; recharge 6) ✦ Polymorph
truesight 20 Ranged 10; one ally with the daemon keyword gains a
Vitriolic Aura (Acid, Poison) aura 10; enemies in the aura powerful mutation chosen by Typhon from the following list
are weakened, and enemies that enter or start their turns in the that remains until the end of encounter. A target can only
aura takes 15 acid and poison damage. have one mutation at a time.
HP 1,550; Bloodied 775 • Unwholesome Growth: The target gains an extra square of
AC 51; Fortitude 48, Reflex 51, Will 49 reach for its melee attacks and a +6 bonus on damage rolls.
Immune acid, poison; Resist 20 reactive (3/encounter) • Vigorous Speed: The target’s speed increases by 2 and it
gains the ability to shift as a minor action. In addition, it
Saving Throws +5
can make an extra melee basic attack as a free action
Speed 8; fly 12 (hover) each turn.
Action Points 2
• Indestructible Integument: The target suddenly grows iron-
m Blade of Tartarus (standard; at-will) ✦ Weapon hard plates of bone that cover it from head to toe. It
Reach 3; +39 vs. AC; 2d10+11 damage, the target is gains a +4 bonus to AC and resist 10 against attacks
blinded (save ends) and Typhon gains concealment against that target AC, but suffers a –2 penalty to speed.
all attacks until the start of his next turn. c Vitriolic Blood (immediate reaction, when Typhon is hit
M Dark Reaper Onslaught (standard; recharge 56) ✦ with a melee attack; at-will) ✦ Acid, Poison
Weapon Close blast 2; +37 vs. Reflex; 1d10+10 acid and poison damage.
Typhon makes two attacks with the Blade of Tartarus against
Larval Siphon (immediate reaction; at-will) ✦ Healing
the same target. If both attacks hit, Typhon gains total
Whenever a soul larva is reduced to 0 hit points within
concealment against all attacks until the start of his next turn;
10 squares of Typhon, he regains 50 hit points, ends one
and if the target is reduced to 0 hit points, it rises as a hydra
ongoing effect currently affecting him, and gains a +2
larva under Typhon’s command at the start of his next turn.
bonus to all defenses until the end of his next turn.
M One Hundred Serpents (immediate reaction, when an
Alignment Evil Languages Abyssal, Common,
enemy moves or shifts into a square within 3 squares of Primordial, Supernal
Typhon; at-will) ✦ Poison
Skills Arcana +34, Diplomacy +33, History +34, Insight +30,
+37 vs. AC; 1d8+11 damage, and ongoing 10 poison
Intimidate +33, Nature +30
damage (save ends).
Str 33 (+28) Dex 26 (+25) Wis 26 (+25)
R Vitriolic Blast (standard; at-will) ✦ Acid, Poison
Ranged 20; +38 vs. Reflex, 2d8 + 10 acid and poison Con 30 (+27) Int 35 (+29) Cha 32 (+28)
damage, and ongoing 10 acid and poison damage (save Equipment Blade of Tartarus
ends).
Description Before you towers the mighty Typhon, his weird
R Gloom Gaze (minor; recharge 456)
undulating form horrible and fluid. His upper body is humanoid,
Ranged 10; +38 vs. Fortitude, the target exudes an aura of
gloom (aura 2) (save ends). The aura grants any creature
resembling a comely, muscular human male, with shapely arms and
with the daemon keyword within it concealment and a +2 large, powerful hands. Typhon’s face would be handsome save for a
bonus to attack and damage rolls. thick beard and mane of tiny writhing serpents, and eyes that glow
with a fell green radiance. Adding to the Typhon’s bizarre anatomy
R Typhon’s Awful Boon (standard; recharge 6) ✦ Healing
is a pair of massive, feathered wings that jut from his back, beating
Ranged 10; +38 vs. Fortitude; wounded targets only; the target
spends 2d4 healing surges. It regains hit points normally; softly. As strange and awful as Typhon’s upper body appears, it
however, if it regains more hit points than its maximum total, cannot hold a candle to the deranged foulness of his lower body.
it suffers these excess hit points as damage. If this damage Instead of legs, a writing nest of serpents supports the archodaemon,
reduces the target to 0 hit points or less, it is slain instantly, some as thick as a man’s torso. Each of these serpentine appendages
exploding in a geyser of flesh and blood. The target cannot ends in a hissing, fanged head, needle fangs dripping caustic venom.
spend more healing surges than it has remaining.

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Critter Cache: Daemons

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Critter Cache: Daemons

Aspect of Typhon Level 24 Elite Controller ASPECT OF TYPHON


(Leader)
Cultists and other foul creatures that worship Typhon may
Large immortal humanoid (daemon) XP 12,100
conjure an aspect of Typhon to aid them. The ritual used to
Initiative +18 Senses Perception +22; darkvision, summon the aspect is known only to a few creatures in the
truesight 10 mortal realm, and requires the expenditure of mass quantities
Vitriolic Aura (Acid, Poison) aura 5; enemies that enter or of soul energy – in the form of sacrifices – to complete. An
start their turns in the aura take 5 acid and poison damage. aspect is usually conjured to protect one of the burgeoning
HP 450; Bloodied 225 cults of Typhon – usually from the cultists of demon lords or
AC 40; Fortitude 38, Reflex 42, Will 40 archdevils intent on stamping out the competition.
Immune acid, poison; Resist 15 reactive (2/encounter)
Saving Throws +2
Typhon has no control over or link to his aspect, and he
cannot sense anything it senses. However, the aspect has all of
Speed 6; fly 10 (hover)
his personality traits and behaves in a very similar manner to
Action Points 1
the mighty archodaemon. Once the aspect has completed the
m Black Blade (standard; at-will) ✦ Weapon
task required of it, it disappears.
Reach 2; +29 vs. AC; 1d10+8 damage, and the target is
blinded until the end of the aspect of Typhon’s next turn.
M Black Blade Onslaught (standard; recharge 56) ✦ ASPECT OF TYPHON TACTICS
Weapon
The aspect of Typhon makes two black blade attacks against Aspects of Typhon are usually summoned to protect one of
the same target. If both attacks hit, the target is blinded Typhon’s cults from extermination. An aspect typically engages
(save ends) and the aspect of Typhon gains concealment the most powerful enemy threatening the cult it was summoned
against all attacks until the start of its next turn.
to protect, using black blade onslaught and vitriolic blast to quickly
M One Hundred Serpents (immediate reaction, when an slay its target. It uses gloom gaze to confuse and disorient foes, and
enemy moves or shifts into a square adjacent to the aspect relies on one hundred serpents and vitriolic blood to dissuade
of Typhon; at-will) ✦ Poison
+27 vs. AC; 1d6+7 damage, and ongoing 5 poison
enemies from engaging it in melee.
damage (save ends).
R Vitriolic Blast (standard; at-will) ✦ Acid, Poison
Ranged 20; +28 vs. Reflex, 1d8 + 7 acid and poison damage, ASPECT OF TYPHON LORE
and ongoing 5 acid and poison damage (save ends).
A character knows the following information with a successful
R Gloom Gaze (minor; recharge 56)
Religion check.
Ranged 10; +28 vs. Fortitude, the target exudes an aura of gloom
(aura 1) (save ends). The aura grants the aspect of Typhon and DC 25: Powerful mortal servants of Typhon can summon an
any creature with the daemon keyword within it concealment.
aspect of the archodaemon by means of an exceptionally rare ritual.
c Vitriolic Blood (immediate reaction, when the aspect of
Typhon is hit with a melee attack; at-will) ✦ Acid, Poison DC 30: Aspects of Typhon are often called upon to defend
Close blast 1; +28 vs. Reflex; 1d6+7 acid and poison damage. the archodaemon’s cults, which are not nearly as established as
Larval Siphon (immediate reaction; at-will) ✦ Healing those of other archfiends. An aspect is capable of independent
Whenever a soul larva is reduced to 0 hit points within 5 squares thought and action, but it will obey the commands of its
of the aspect of Typhon, it regains hit points equal to the larva’s summoner within reason. However, its primary purpose is to
level and ends one ongoing effect currently affecting it.
further the goals of Typhon, and it will not follow commands
Alignment Evil Languages Abyssal, Common,
that contradict the archodaemon’s ambition to spread his
Primordial, Supernal
worship in the mortal realm.
Skills Arcana +27, Diplomacy +26, History +27, Insight +22,
Intimidate +26, Nature +22
Str 26 (+20) Dex 22 (+18) Wis 21 (+17)
Con 25 (+19) Int 30 (+22) Cha 28 (+21)
Equipment black blade

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Critter Cache: Daemons

THE SPAWN DC 30: Euryale and Stheno resemble their mother in many
ways, having inherited her serpentine body and venomous

OF TYPHON disposition. However, the ambition and intellect displayed by


the two sisters is the legacy of their father, and Euryale and
Stheno have risen to the upper tier of the daemonic hierarchy
Typhon and his sister and consort Echidna have produced many in his service. Both sisters are warriors: Euryale is a master
monstrous progeny over the eons. Many of these spawn are archer and Stheno is unrivaled in her mastery of spear and
simply mindless horrors that disperse throughout the various shield. In addition, both sisters have a petrifying gaze; and
rings of Tartarus or even make their way into the mortal realm. Euryale’s attacks carry deadly venom, while Stheno’s are
However, two of Typhon’s children stay very close to his side, steeped in incredibly powerful acid.
the venomous Euryale and caustic Stheno, acting as elite
minions and even bodyguards for their mighty father. EURYALE’S TACTICS
Euryale attacks her enemies with a hail of venomous arrows,
SPAWN OF TYPHON LORE and generally avoids melee combat whenever possible. She
focuses her stonevenom gaze on any foes that attempt to close
A character knows the following information with a successful for melee combat, and targets likely spellcaster with a poisonous
Religion check. fusillade every round. If forced into melee, Euryale uses her
serpentine hair to attack foes and relies on her venomous blood
DC 25: The sisters, Euryale and Stheno are two of the progeny
to dissuade enemies from pressing her with melee attacks.
produced by the union of Typhon and his monstrous sister
Euryale saves her action point to use when stonevenom gaze
Echidna. A third sister, Medusa, left the Pit of Tartarus many
recharges, combining the attack with a hail of arrows.
eons ago for the mortal realm, and it is said that her own
progeny have spread through the natural world.

Euryale Level 28 Elite Artillery


c Stonevenom Gaze (standard; at-will) ✦ Gaze, Poison
Large immortal humanoid (daemon) XP 38,000
Close blast 5; blind creatures are immune; +31 vs.
Initiative +24 Senses Perception +24; darkvision Fortitude; 3d6+8 poison damage; the target is slowed (save
HP 400; Bloodied 200 ends). First Failed Save: The target is immobilized instead of
slowed (save ends). Second Failed Save: The target is
AC 42; Fortitude 40, Reflex 43, Will 39
petrified (no save).
Resist 20 poison, 15 variable (2/encounter)
c Venomous Blood (immediate reaction, Euryale is hit with a
Saving Throws +2 melee attack; at-will) ✦ Poison
Speed 8 Close blast 1; +31 vs. Reflex; 1d8+8 poison damage.
Action Points 1 Alignment Evil Languages Abyssal, Common,
m Serpent Mane (standard; at-will) ✦ Poison Supernal
Reach 2; +32 vs. AC; 1d8+11 damage, and the target Skills Arcana +23, Bluff +25, Diplomacy +25, Intimidate +25,
takes ongoing 10 poison damage (save ends). Stealth +29
r Shortbow (standard; at-will) ✦ Poison Str 24 (+21) Dex 30 (+24) Wis 20 (+19)
Ranged 15/30; +35 vs. AC; 1d10+10 damage plus 1d10 Con 26 (+22) Int 18 (+18) Cha 22 (+20)
poison damage. Equipment shortbow, quiver with 40 arrows
R Poisonous Fusillade (standard; at-will) ✦ Poison
Euryale makes two shortbow attacks. If both attacks hit the Description This horrific humanoid creature has the torso of a
same target, the target takes ongoing 10 poison damage lovely, muscular human woman covered in fine green scales attached
(save ends). to the lower half of a titanic serpent. Her head is crowned with a nest
of writhing serpents, and her hideous face features a fanged mouth,
glowing green eyes, and a flickering snake-like tongue. She is armed
with a short recurved bow, and a quiver of barbed arrows.

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Critter Cache: Daemons

Stheno Level 28 Elite Soldier STHENO’S TACTICS


Large immortal humanoid (daemon) XP 38,000
Unlike her sister, Euryale, Stheno wades into melee with
Initiative +23 Senses Perception +24; darkvision gleeful skill and unfettered aggression. She begins combat with
HP 520; Bloodied 260 doom rattle to hamper her foes attacks, and then targets the
AC 46; Fortitude 43, Reflex 40, Will 39 nearest enemy warriors with her spear. She keeps enemies at
Resist 20 acid, 15 variable (2/encounter) spear length with a combination of threatening reach and
Saving Throws +2 opportunistic push, ensuring that her enemies never move inside
Speed 8 her reach. Stheno uses her stoneburn gaze to neutralize enemy
Action Points 1 spellcasters, and typically uses her action point as soon as the
m Longspear (standard; at-will) ✦ Acid, Weapon
power recharges.
Reach 3; +35 vs. AC; 2d6+10 damage plus 2d6 acid
damage, and the target takes ongoing 10 acid damage and
is weakened (save ends both). Aftereffect: Ongoing 5 acid
damage (save ends, with a –2 penalty to the saving throw).
ENCOUNTER GROUPS
M Serpent Mane (standard; at-will) ✦ Acid Typhon is always encountered with a retinue of powerful
Reach 2; +33 vs. AC; 1d8+11 damage, and the target daemons that usually includes his monstrous spawn Euryale
takes ongoing 10 acid damage (save ends). and Stheno. His aspect is often encountered with his mortal
c Doom Rattle (minor; recharge 456) ✦ Fear cultists, or even powerful reptilian monsters living in the
Close burst 10; +31 vs. Will; targets enemies; the target mortal realm.
takes a –4 penalty to attack rolls (save ends).
Level 24 Encounter (XP 30,875)
c Stoneburn Gaze (standard; at-will) ✦ Acid, Gaze
Close blast 5; blind creatures are immune; +31 vs.
• 1 aspect of Typhon (level 24 elite controller)
Fortitude; 3d6+8 acid damage; the target is slowed (save • 1 dark naga (level 21 elite controller)
ends). First Failed Save: The target is immobilized instead of • 3 medusa shrouds of the snake god
slowed (save ends). Second Failed Save: The target is (level 18 skirmisher)
petrified (no save). • 4 hydra larvae (level 23 minion)
c Caustic Blood (immediate reaction, Stheno is hit with a
melee attack; at-will) ✦ Acid Level 35 Encounter (XP 247,000)
Close blast 1; +31 vs. Reflex; 1d8+9 acid damage. • Typhon (level 34 solo controller)
Opportunistic Push • Euryale (level 28 elite artillery)
When Stheno hits an opponent with an opportunity attack • Stheno (level 28 elite soldier)
with her spear, she pushes the target 2 squares.
Threatening Reach
Stheno can make opportunity attacks against all enemies
within reach of her longspear (3 squares).
Alignment Evil Languages Abyssal, Common,
Supernal
Skills Athletics +27, Bluff +25, Diplomacy +25, Intimidate +25,
Stealth +24
Str 30 (+24) Dex 24 (+21) Wis 20 (+19)
Con 28 (+23) Int 18 (+18) Cha 22 (+20)
Equipment longspear, heavy shield

Description This monstrous creature resembles a beautiful human


woman with the lower body of a great serpent. Her hair is a mass
of writhing serpents, and her face is a scaled mixture of serpent and
comely female. The monstrosity grips a long, barbed spear in her
right hand, and a massive round shield in her left. A rattle at the
end of her serpentine tail shakes ominously as you approach.

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Critter Cache: Daemons

TYRANNODAEMON Tyrannodaemon Level 26 Elite Controller


(Leader)
Large immortal humanoid (daemon) XP 18,000
Next to the mighty archodaemons that rule Tartarus, the
Initiative +19 Senses Perception +25; darkvision
tyrannodaemons are the most powerful creatures in the Pit.
Intelligent, ruthless, and physically powerful, tyrannodaemons Aura of Dominance (Charm) aura 5; enemies within the aura
take a –4 penalty to Will defense.
command vast armies of lesser daemons, and act as the point
HP 488; Bloodied 244
of contact for those seeking to purchase the services of
daemonic mercenaries. AC 42; Fortitude 42, Reflex 37, Will 39
Resist 20 thunder, 15 reactive (3/encounter)
Saving Throws +2
TYRANNODAEMON LORE Speed 8
Action Points 1
A character knows the following information with a successful
m Thundering Morningstar (standard; at-will) ✦ Thunder,
Religion check. Weapon
Reach 2; +31 vs. AC; 2d8+10 damage, plus 1d8 thunder
DC 20: Tyrannodaemons are the lesser lords of Tartarus, ruling
damage and the target is knocked prone.
small kingdoms of lesser daemons from the ring of Erebus, the
M Bite (standard; at-will)
fifth and bottom ring of the Pit. Each tyrannodaemon serves
Reach 2; +29 vs. AC; 1d8+10 damage.
one of the archodaemons that rule the various rings of Tartarus,
M Double Bite (standard; at-will)
typically serving their masters by gathering soul energy through
The tyrannodaemon makes two bite attacks. If both attacks
the mercenary activities of the lesser daemons they control. In hit the same target, the target takes an additional 1d8+10
addition, some tyrannodaemons serve their masters as elite damage and ongoing 10 damage (save ends).
bodyguards, soldiers, and commanders of daemonic armies. Not R Stupefying Gaze (minor 1/round; at-will)
surprising, each tyrannodaemon gains power in the form of soul Ranged 10; +30 vs. Fortitude; the target is stunned until the
energy from its archodaemon master, and more than a few start of the tyrannodaemon’s next turn.
tyrannodaemons with ambitions of becoming archodaemons R Gaze of the Fray (minor 1/round; at-will) ✦ Charm
themselves have been destroyed for their audacity. Ranged 10; +30 vs. Will; the target makes a melee basic
attack against an adjacent ally chosen by the tyrannodaemon.
Each tyrannodaemon maintains a small keep on the ring of
c Howl of Dread (standard; recharge 56) ✦ Fear, Psychic
Erebus where it maintains a small army of daemonic mercenaries.
Close burst 5; +28 vs. Will, 3d8+8 psychic damage, and
These mercenaries can be bought by those willing to pay the the target takes a –4 penalty to attack rolls (save ends).
tyrannodaemons’ price in soul energy and brave enough to treat c Thunderous Bark (standard; recharge 56) ✦ Fear, Thunder
with such a powerful force of evil. Most tyrannodaemons employ Close blast 5; +28 vs. Fortitude; 4d6+9 thunder damage,
cacodaemons to run their day-to-day affairs, using the magically and the target is dazed (save ends).
gifted daemons to ensure that contracts are paid and that the Larval Siphon (immediate reaction; at-will) ✦ Healing
lesser daemons in their service are kept in line. Whenever a soul larva is reduced to 0 hit points within 10
squares of a tyrannodaemon, the tyrannodaemon regains hit
DC 25: Tyrannodaemons occasionally act as mercenaries points equal to the larva’s level, ends one ongoing effect
themselves, offering their services to demons, devils, and other currently affecting it, and gains a +2 bonus to all defenses
fiendish creatures for staggering amounts of soul energy. When until the end of its next turn.
serving as mercenaries, tyrannodaemons are accompanied by an Alignment Evil Languages Abyssal, Common,
elite squad of ferrodaemons, cacodaemons, chirodaemons, and Primordial, Supernal
many, many soul larvae. However, when tyrannodaemons do see Skills Arcana +24, Insight +25, Intimidate +26, Religion +24
fit to serve another in battle, they are powerful enough to utterly Str 30 (+23) Dex 22 (+19) Wis 24 (+20)
devastate entire armies of lesser fiends. Both hound-like heads Con 28 (+22) Int 23 (+19) Cha 27 (+21)
can emit magical gaze attacks, deliver mind-shredding psychic Equipment chainmail, morningstar
howls, or loose thunderous barks that can shatter eardrums and
Description This terrible fiend has two heads, each resembling a
stun even the hardiest foes. Finally, each tyrannodaemon carries
snarling, daemonic hound. It stands nearly ten feet tall, its humanoid
a giant morningstar that it can use with horrifying skill,
body powerful and muscular, and wears a suit of blackened iron
shattering bodies and fortifications with each mighty stroke. chainmail. It grips a massive iron morningstar in its right hand,
balancing the precarious weapon over one brawny shoulder.

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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.

Monster Level and Role Page


Pathodaemon 3 Controller 21
Soul Larva 6 Minion 22
Cryptodaemon Skulker 7 Lurker 11
Ferrodaemon Myrmidon 7 Soldier 13
Ferrodaemon Peltast 7 Artillery 14
Ferrodaemon Hoplite 10 Soldier 15
Cryptodaemon Assassin 11 Elite Lurker 12
Howling Larva 11 Minion 22
Necrodaemon 11 Skirmisher 19
Chirodamon 11 Skirmisher 9
Ferrodaemon Phalangite 11 Elite Soldier 16
Terradaemon 15 Controller 25
Larval Behemoth 17 Minion 23
Cruciodaemon 18 Brute 10
Necrodaemon Soulstalker 18 Elite Lurker 20
Cacodaemon 21 Elite Artillery 7
Hydra Larva 23 Minion 23
Megalodaemon 24 Elite Brute 17
Aspect of Typhon 24 Elite Controller 29
Tyrannodaemon 26 Elite Controller 32
Euryale 28 Elite Artillery 30
Stheno 28 Elite Soldier 31
Typhon 34 Solo Controller 27

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