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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
creatures 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 fiends last victim.
NE Large outsider (daemon, evil, extraplanar)
Init +8; Senses Darkvision 60 ft.; Perception +27
Aura reapers curse (30 ft.)
|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
|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)
|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
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
|Environment any (Abaddon)
Organization solitary, pair, or trapper gang (3 temerdaemons and 1530
Treasure standard (+1 Scythe, other treasure)
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.
Lesser fiends who follow
in an existing temerdaemons wake and learn from the daemons 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 swifton a cosmic
scaleand made even swifter by a proclivity to prey upon other mortals.
god of accidental deaths and tragediesis 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 others 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 gods 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 backsincluding
paranoids and betrayersdont 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.
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 werent 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 kindreds 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.
this Daemon Type
Preferred Sacrifice: A pound of dust, shavings, or fragments taken from a support beam,
15: Copyright Notice – Pathfinder Campaign Setting: Horsemen of the Apocalypse:
Book of the Damned, Vol. 3
Campaign Setting: Horsemen of the Apocalypse: Book of the Damned, Vol. 3 ©
2011, Paizo Publishing, LLC; Author: Todd Stewart.
of Mankind is owned and created by Mark John Goodwin
text on this page is Open Game Content, and is licensed for public use under
the terms of the Open Game License v1.0a.
System and the d20 System logo are trademarks of Wizards of
the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.