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Daemon, Gehazidaemon

“From Canon Alberic’s Scrapbook” © Richard Svensson. See more at his deviantArt page here

This skulking, gray-skinned figure is humanoid in shape and covered with matted black hair. Its hands are long and spidery and tipped with claws. Wide yellow eyes peer from a noseless face and its sharp teeth click in anticipation.

Taken from the Creature Codex

There is no death more tragic than a suicide. Gehazidaemons are the patrons of suicides and eagerly seek to push the targets of their ministrations over the brink. Gehazidaemons appear to the lonely and misbegotten with tales of despair and sweet release, and turn the minds of less troubled souls towards thoughts of self-harm through torture and threats. A gehazidaemon can mark its quarry with an invisible stain detectable only by it, allowing it to follow a victim to the ends of the earth in order to force it to take its own life. Some gehazidaemons eventually grow impatient and end the life of their ward themselves, but this is rare. Far more often will a gehazidaemon murder instead the loved ones of its victim, promising to let them be if only its chosen quarry takes their own life.

A gehazidaemon stands as tall as a man when erect, but they often creep about on all fours. Their wiry frames have no fat, only muscles, which are nearly visible beneath their thin skin. Gehazidaemons are favored targets of binding spells by cruel wizards, who place them to guard treasures of great importance. Such is a gehazidaemon’s devotion to torment that they will follow the unwitting thief for far longer than the duration required by the binding spell.

Gehazidaemon    CR 4
XP 1,200

NE Medium outsider (daemon, evil, extraplanar)
Init +7; Senses darkvision 60 ft., Perception +10
Defense
AC 
16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 39 (6d10+6)
Fort 
+3, Ref +8, Will +6
DR 
5/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10
Offense
Speed 
30 ft., climb 20 ft., spider climb
Melee 
2 claws +9 (1d4+3 plus curse), bite +9 (1d4+3)
Special Abilities designate quarry
Spell-like Abilities 
CL 6th, concentration +7
Constant—
spider climb
3/day—chill touch (DC 12), scare (DC 13)
1/day—
contagion (DC 15), greater teleport (self plus 50 lbs. objects only)
Statistics
Str 
16, Dex 16, Con 12, Int 9, Wis 13, Cha 13
Base Atk 
+6; CMB +9; CMD 22
Feats 
Combat Casting, Improved Initiative, Stealthy
Skills 
Climb +20, Escape Artist +14, Intimidate +10, Perception +10, Stealth +14
Languages Abyssal, Daemonic, Infernal, telepathy 100 ft.
Ecology
Environment 
Abbadon
Organization 
solitary, pair or clot (3-6)
Treasure 
double standard
Special Abilities
Curse (Su) 
Injury—claw; save Fortitude DC 14; effect -2 to all attack rolls, saving throws, skill and ability checks for 24 hours. The save DC is Charisma based.
Designate Quarry (Su) 
Once per day, a gehazidaemon can, as a full-round action that does not provoke attacks of opportunity, imbue a target within 100 feet with foul magic. The victim of this attack can make a DC 14 Will save to avoid the effect. Once a quarry has been established, the gehazidaemon always knows the location of its quarry, as if it were affected with a locate creature spell of infinite range. The quarry also suffers a -2 penalty on Armor Class against any attacks made by the gehazidaemon, and a -2 penalty on all saves against the gehazidaemon’s spells or special attacks. The gehazidaemon can designate a new quarry at any time, but doing so removes the effect from the previous victim. This is a curse effect. The save DC is Charisma based.

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