Demon Irecundia

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Orginally from The Book of Fiends

Designed By Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb

Full netbook can be found on the following website

The Book of Fiends

Emerging from the mists of the battlefield is a 300-foot tall demon bleeding violet ichor from innumerable rents in its ebon flesh. Its great shaggy head sports 666 eyes and 666 horns. From its maw, a hole so dark and so rancid that the smell of it is contagion, emerge flights of vrocks swarming around its rows of teeth, feasting on the rotting celestial flesh caught therein. Over all of its body are blasphemous runes, inverted holy symbols of the good gods, which flash with life every time the giant demon moves.

Colossal outsider (Chaotic, Demon, Extraplanar, Evil)
Hit Dice 48d8+672 (888 hp)
Initiative -1
Speed 80 ft. (16 squares)
Armor Class 37 (-8 size, -1 Dexterity, +36 natural), touch 1,flatfooted 37
Base Attack/Grapple +48/+83
Attack Slam +68 melee (2d8+19)
Full Attack 2 slams +68 melee (2d8+19), bite +63(4d6+28, crit 19-20 +1d6), 2 gores +62 (4d6+19)
Space/Reach 100 ft./100 ft.
Special Attacks Breath weapon, roar, swallow whole, tattoos, trample (2d8+28)
Special Qualities Damage reduction 15/epic, demontraits, fast healing 20, immunities, Spell Resistance 34
Saves Fort +40, Ref +25, Will +26
Abilities Strength 48, Dexterity 8, Constitution 38, Intelligence 5, Wisdom 11, Charisma 10
Skills Climb +70, Jump +70, Listen +51, Spot +51
Feats Awesome Blow, Blind-Fight, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Sunder, Power Attack, Overwhelming Critical, Snatch (bite), Weapon Focus (bite), Weapon Focus (slam)
Environment The Abyss
Organization Solitary plus 6-10 vrocks, Pair, Troop (3-6)
Challenge Rating 28
Treasure None
Alignment Always chaotic evil
Advancement 49+ HD (Colossal)
Level Adjustment

Irecundia are large enough to be layers of the Abyss unto themselves. Ascreatures of mind-boggling size, they represent the worst threat posed by this chaotic plane. No one knows how many exist, how and what they eat, or whatdrives these foul creatures. What sages and demonologists do know is that the irecundia sleep, awaiting the end of the world, for when the last days come to mortals, the irecundia shall awake and devour the universe. Thankfully, they remain asleep, as they have for countless millennia.

Occasionally, when the need is most dire, a group of 6 balors descends to the darkest pit known in the Abyss and awakens just one of the sleepers.


On the battlefield, irecundia just grab and eat whatever they can, regardless of whether the victim is friend or foe. Inside of its mouth are always vrocks that pick at the livers of the entrapped celestials, caught in the demon’s teeth. Occasionally, they take to wing, to rain their own brand of destruction below. Irecundia attacks are considered chaotic, epic and evil for purposes of overcoming damage reduction.

Breath weapon (Su): These walking mountains unleash a cloud of venomous poison functioning as a storm of vengeance lasting for 10 rounds. The irecundia use their breath weapon once every 1d12 rounds. This ability functions as the spell cast by a 20th-level caster.

Roar (Ex): Once every 1d4 rounds, the irecundia may release a deafening roar, affecting all non-evil living creatures within 240 feet. All legitimatetargets in the area must attempt Will saves (DC 34) or become panicked. Theirecundia’s roar also deafens targets within 30 feet who fail their save. Thesave DC is Charisma-based.

Swallow Whole (Ex): If the irecundia achieves a pin against a size Gargantuan creature or smaller with its snatch attack, it may swallow the victim whole, by making a successful grapple check. Once inside the irecundia, the opponent takes 4d6+19 points of acid damage and 2d6 pointsof fire damage from the demon’s digestive process. Three successful grapple checks allow the swallowed creature to Climb out of the stomach, and return to the irecundia’s maw, where another successful grapple check isrequired to break free. Swallowed victims cannot cut their way out of the irecundia’s stomach, as its stomach muscles immediately close any wounds made. An irecundia’smaw can hold 2 Gargantuan creatures, 8 Large creatures, 32 Medium creatures or 128 Small orsmaller opponents. These are inaddition to the vrock who lurk thereas well.

Tattoos (Sp): Blasphemous tattooscover the whole of the irecundia’s body. Every round as a free action, one of the tattoos flares, as per blasphemy cast by a 20th-level caster.

Trample (Ex): Irecundia deal the indicated damage on trample attacks, essentially anytime they move through occupied squares. Targets of this attack may attempt attacks of opportunity, but at a -4 penalty. If they opt not to take the attack of opportunity, they may attempt a Reflex save (DC 53) and take half the indicated damage.

Immunities: Irecundia are immune to disease, electricity, fire and poison, butotherwise have all the standard demon traits.


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