monster Daemon Temerdaemon

Daemon,
Temerdaemon


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Main Bestiary

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[This content was created
by Paizo Publishing LLC for the Pathfinder rules but is not from the Pathfinder
RPG product line.]

Source:
Pathfinder d20pfsrd.com

This creature lurches
forward on multiple arms and legs, its spine contorted into a painful curve
with its hips higher than it head. Seemingly distracted and muttering to itself,
the thing rarely looks up with its glowing red eyes, its hair composed of hundreds
of thin, white tendrils that hang over its head like a veil. Strapped onto the
creature’s body at various points are sacks and belt pouches stuffed with
bizarre collections of objects, and its rear arms wield a wide, black bladed Scythe, still coated with the blood of the fiend’s last victim.













Temerdaemon
CR 14
XP 38,400

NE Large outsider (daemon, evil, extraplanar)

Init +8; Senses Darkvision 60 ft.; Perception +27

Aura reaper’s curse (30 ft.)
DEFENSE
AC 27, touch 13,
flat-footed 23 (+4 Dexterity, +14 natural, –1 size)

hp 195 (17d10+102)

Fort +16, Ref +11, Will +17

DR 10/good and silver; Immune acid, death effects, disease, poison; Resist
cold 10, electricity 10, fire 10; SR 25
OFFENSE
Speed 30 ft.

Melee +1 Scythe +24/+19/+14/+9 (2d4+10/×4 plus confusion), 2 claws
+22 (1d4+6 plus confusion)

Space 10 ft.; Reach 10 ft.

Special Attacks confusion

Spell-Like Abilities (CL 17th; Concentration +22)

At will—bestow
curse
(DC 19), death knell (DC
17), gaseous form, passwall, stone shape, telekinesis

3/day—disintegrate
(DC 21), greater
dispel magic
, illusory wall, suggestion (DC 18)


1/day—summon
(level 6, 1 hydrodaemon 50%)

STATISTICS
Strength 23, Dexterity 18, Constitution
23, Intelligence 13, Wisdom 24, Charisma 20

Base Atk +17; CMB +24; CMD 38 (42 vs. trip)

Feats Blinding Critical, Cleave, Combat
Expertise
, Critical
Focus
, Improved
Initiative
, Improved Trip, Lightning Reflexes, Power
Attack
, Weapon Focus (Scythe)

Skills Bluff +25, Climb +26, Intimidate +25, Knowledge (planes) +13, Knowledge (religion) +12, Perception +27, Sense Motive +27, Stealth +20

Languages Abyssal, Draconic, Infernal; telepathy 100 ft.

SQ undersized weapons
SPECIAL ABILITIES
confusion (Su)

Creatures struck
in combat by a temerdaemon’s claws or Scythe must succeed at a DC
25 Will save or be confused for 1 round. This is a mind-affecting effect.
The save DC is Charisma-based.

Reaper’s
Curse (Su)


Those in proximity
to a temerdaemon are afflicted by a profound increase in self-inflicted
and ally-inflicted wounds, failures in magic, and similar accidental damage.
Arcane spell failure chances for armor are doubled. A creature that rolls
a natural 1 on its attack roll automatically rerolls the attack against
itself (01–50%) or an ally (51–100%). If there is no ally in
range, the attack always targets the creature. A creature that rolls a
natural 1 on its roll to cast defensively suffers a scroll mishap. Skill
checks that have serious consequences if failed by 5 or more (such as Climb, Disable
Device
, and Swim) have these consequences on all failed
checks.

ECOLOGY
Environment any (Abaddon)

Organization solitary, pair, or trapper gang (3 temerdaemons and 15–30
cacodaemons)

Treasure standard (+1 Scythe, other treasure)

Temerdaemons personify
the concept of accidental death. A knight falls upon her sword, a peasant trips
and breaks his neck, a structure fails in ways its builders never foresaw and
buries dozens of innocents, and meanwhile, a distant temerdaemon cackles knowingly.
While true accidents please the fiend, it also delights in engineering the mishaps
itself, crafting incomprehensibly complex plots that lead to the slaughter of
as many mortals as possible. A temerdaemon often wades into the aftermath of
such engineered catastrophes, carving apart the crippled survivors and sowing
mass confusion and hysteria by its very proximity.

A gangly mass consisting
of a rotund torso, four arms, and four legs, the average temerdaemon is 10 feet
long and weighs 1,200 pounds, not counting its bizarre collection of mechanical
fetishes and tinkering equipment.

Ecology

Lesser fiends who follow
in an existing temerdaemon’s wake and learn from the daemon’s actions
are those most typically chosen by one of the Four Horsemen or a member of the
daemonic elite for elevation into this terrible caste of crippled giants. Occasionally,
however, an evil mortal soul proves worthy of such a station, having died in
a singularly horrific accident, especially one engineered by its own hands.
In such cases, transition from soul to temerdaemon is swift—on a cosmic
scale—and made even swifter by a proclivity to prey upon other mortals.

Though Zyphus—the
god of accidental deaths and tragedies—is thought by some to be the conceptual
father of temerdaemons, the Grim Harvestman has never outright claimed responsibility
for them. Nonetheless, he frequently delights in temerdaemons and the infrequent
unconsumed souls they send his way. Neither Zyphus nor the temerdaemons seek
to disrupt the other’s claim over particular souls; they find the destinations
of such tragically doomed mortals frequently cross paths, and are as likely
to end up in the hands of daemons as the god’s minions.

Cultists of Zyphus often
revel in the doings of temerdaemons, though the daemons themselves despise such
worship by the very mortals they seek to destroy. Even slaying these foolish
accident-worshipers is hardly enough for the angry temerdaemons, as the daemons’
masterfully constructed accidents are wasted on those who actually hope for
the horrid events. According to temerdaemons, freak accidents are best engineered
for those who go about life with little concern for danger, especially those
who least expect such misfortune to befall them. People who watch their backs—including
paranoids and betrayers—don’t satisfy the morbid desires of temerdaemons
as much as the daydreaming child or absent-minded village idiot.

No two temerdaemons look
exactly the same, as these treacherous beings take on as many forms as there
are ways to freakishly die. Particularly powerful individuals may rise to enormous
sizes, possessing dozens of legs and arms, as well as multiple heads, all of
which strive to wreak as much disaster as possible upon the souls around them.

Habitat
& Society

Temerdaemons wander the
multiverse in search of opportunities for sabotage and treachery. Those cultists
of Zyphus foolish enough to summon the daemons in hopes of bargaining with them
for their services often find themselves victims of their own elaborate rituals.
In their most fortunate cases, a temerdaemon arises on the Material Plane only
to greet its summoners with its wicked smile and deadly aura, causing chandeliers
to fall upon unwary victims’ heads, robed priests to trip onto sharp candelabras,
and sconces to break off of walls and ignite dusty curtains to set an entire
building on fire. Now on the Material Plane, its summoners dead, a temerdaemon
strives to create as much havoc and mischief as possible before being banished
to its home in Abaddon. If it weren’t for the extravagant and terrifically
tragic manner of his worshipers’ deaths, Zyphus might be rather displeased
with the actions of these cunning daemons, but as it stands, there is rarely
conflict between the two forces, which inadvertently share similar goals.

Temerdaemons rarely cooperate
among themselves when crafting masterful hazards, preferring to enact their
deadly accidents on their own and later boast to their kindred of their massacres.
No two accidents are alike, and though temerdaemons sometimes gather in groups
of two or three for particularly elaborate schemes, they have no reason to share
their techniques or formulate plans for long, as premeditating a particular
slaughter is entirely counterproductive in the eyes of a temerdaemon. To these
improvisational fiends, an accidental murder is even more satisfying than a
mere accidental death.

Despite their preference
to act alone, temerdaemons at times happily utilize some of their lesser kindred
as unwitting cogs in their disastrous plans. Particular among these pawns are
the miniscule cacodaemons, which frequently cluster in numbers of up to a dozen
around a given temerdaemon, ready to absorb and regurgitate the souls of their
greater kindred’s kills. When a temerdaemon cannot attract cacodaemon followers,
it simply captures them, and any given temerdaemon of considerable power can
often be found with dozens of these least daemons impaled on barbed hooks, stuffed
into tightly drawn satchels, or crammed into small cages, each container dangling
from its myriad straps, belts, and holsters.


About
this Daemon Type

Temerdaemons arise
from souls felled by accidental dooms, and as daemons they seek to engineer
such calamities. Each individual temerdaemon has its own preferred variety
of accident, often a subtle echo of its own mortal death. Yet few go out
of their way to set traps, as their crucidaemon kin prefer. Rather, temerdaemons
delight in weakening the supports of bridges, battering fragile dams,
spilling oil near street lamps, and generally doing all they can to make
everyday objects time bombs of destruction. They take especial delight
in not just the death caused by such vicious “acts of god,”
but also the insecurity, paranoia, and mental distress such disasters
spread among survivors. Conjurers find temerdaemons possess incredible
utility as assassins, since investigators often dismiss deaths caused
by these daemons as nothing more than unfortunate accidents.

Personification
of Death:
Accidents.

Preferred Sacrifice: A pound of dust, shavings, or fragments taken from a support beam,
linchpin, keystone, or other object integral to a large structure’s
safe use.


Source
Pathfinder Campaign Setting: Horsemen of the Apocalypse: Book of the Damned,
Vol. 3 © 2011, Paizo Publishing, LLC; Author: Todd Stewart.

Section
15: Copyright Notice – Pathfinder Campaign Setting: Horsemen of the Apocalypse:
Book of the Damned, Vol. 3

Pathfinder
Campaign Setting: Horsemen of the Apocalypse: Book of the Damned, Vol. 3 ©
2011, Paizo Publishing, LLC; Author: Todd Stewart.

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