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Daemon, Gehazidaemon, the Whisperers of the Last Door

Gehazidaemon 3
Create

The Gehazidaemon is a gaunt, gray-skinned humanoid whose disquieting visage is defined by a bald, nearly featureless face—bereft of a nose—with matted black hair framing two wide, glowing yellow eyes that seem to pierce the soul. Its elongated limbs culminate in spidery, claw-tipped hands, and its sharp teeth perpetually click in a predatory, anticipatory rhythm.

Behaviour:
A master of psychological torment, this daemon lurks in the shadows, stalking those on the verge of despair. It whispers insidious promises of “sweet release” to the lonely and vulnerable, nudging them toward self-destruction. When subtle manipulation isn’t enough, it escalates its cruelty by targeting the victim’s loved ones, all while maintaining an unnerving calm that belies its inner malice.

Habitat:
Gehazidaemons are most often encountered in the bleak, infernal realm of Abbadon or in the desolate, forsaken corners of the mortal world—such as abandoned ruins, grim alleyways, or battle-scarred wastelands—where despair and tragedy naturally fester. Additionally, they are sometimes bound by dark wizards as guardians of cursed treasures, forced to linger far beyond the spell’s intended duration.

Modus Operandi:
The daemon employs a uniquely sinister method: it marks its intended victim with an invisible, arcane stain detectable only by itself. This mark acts as both a tracking beacon and a curse, amplifying the target’s sense of isolation and hopelessness. Using a blend of psychic influence, debilitating curses, and minor spell-like abilities (such as chill touch and scare), it systematically undermines its quarry’s will to live—pushing them toward a fatal, self-inflicted end.

Motivation:
Driven by a perverse conviction that no death is more tragic than suicide, the Gehazidaemon derives dark satisfaction from orchestrating the self-destruction of its victims. It sees every manipulated demise as a macabre triumph, embodying its relentless dedication to the art of despair and torment.


  • Gehazidaemon 5e
  • Gehazidaemon, Pathfinder
Gehazidaemon 1
Create

Medium Fiend (Daemon), Neutral Evil


“It does not hunt. It waits. It whispers. It watches. Until you give in.”


Armor Class 17 (natural armor)

Hit Points 180 (24d8 + 72)

Speed 40 ft., climb 40 ft.


Abilities

STRDEXCONINTWISCHA
16 (+3)18 (+4)16 (+3)14 (+2)20 (+5)22 (+6)

Saving Throws

Dex +9
Wis +10
Cha +11

Skills

Stealth +12
Perception +10
Deception +11
Insight +10
Intimidation +11

Damage Resistances

Cold, Fire, Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from nonmagical weapons

Damage Immunities

Acid, Poison

Condition Immunities

Charmed, Frightened, Poisoned, Exhaustion

Senses

Darkvision 120 ft., Passive Perception 20

Languages

Abyssal, Infernal, Telepathy 120 ft.

Challenge 13 (10,000 XP)



“You cannot hide. You cannot rest. You cannot escape.”

Despair Stalker.

The Gehazidaemon can sense creatures that are frightened, cursed, or suffering from despair within 10 miles, as though affected by detect thoughts.

  • It always knows the exact location of a creature that is frightened, cursed, or suffering from exhaustion, regardless of distance or planar boundaries.

Haunting Presence.

If a creature finishes a long rest within 1 mile of the Gehazidaemon, it must succeed on a DC 18 Wisdom saving throw or gain two levels of exhaustion as their sleep is consumed by horrific visions of their own death.

  • If the creature already has two or more levels of exhaustion, it must make a DC 18 Charisma saving throw or begin their next turn by attacking themselves with their strongest weapon or spell.
  • This effect cannot be removed by non-magical means. The only way to stop it is to kill the Gehazidaemon or flee beyond its reach.

Innate Spellcasting.

The Gehazidaemon’s spellcasting ability is Charisma (spell save DC 18). It can cast the following spells, requiring no material components:

  • At will: Chill Touch, Minor Illusion, Thaumaturgy, Detect Thoughts
  • 3/day each: Fear, Suggestion, Crown of Madness, Phantasmal Killer, Greater Invisibility
  • 1/day each: Contagion, Dominate Person, Dream, Plane Shift (self only)

“It is never seen. Only felt.”

Multiattack.

The Gehazidaemon makes two claw attacks or one claw and one bite attack.

Claw.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 2d6 + 4 slashing damage. The target must make a DC 18 Charisma saving throw or suffer Curse of Despair for 1 hour (see below).

Bite.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 1d10 + 4 piercing damage.

Curse of Despair (Su).

A creature afflicted by this curse:

  • Cannot gain inspiration.
  • Suffers disadvantage on all saving throws.
  • Cannot be healed by any means until the curse is lifted.

If a cursed creature fails a Wisdom saving throw, it immediately takes 5d10 psychic damage and gains one level of exhaustion.

  • The curse persists after death. If a creature dies under its effect, its soul is devoured, and it cannot be resurrected unless the Gehazidaemon is slain.

Designate Quarry (1/Day).

As an action, the Gehazidaemon marks a creature within 120 feet. The target must make a DC 18 Wisdom saving throw or become its designated quarry for 24 hours.

  • The Gehazidaemon always knows the quarry’s location.
  • The quarry automatically fails saving throws against fear effects.
  • If the quarry drops to 0 hit points, it must make death saving throws at disadvantage.

“It does not fight to win. It fights to break you.”

Tactics

  • It never fights fairly. The Gehazidaemon isolates its prey, targeting the weakest first with Suggestion, Crown of Madness, or Phantasmal Killer to turn friends against each other.
  • It does not rush. It feeds on suffering, haunting its victims for days or weeks before striking.
  • It is patient. If outmatched, it disappears, waiting for exhaustion to finish the job.
  • It is never truly gone. If banished or defeated, it marks its killer and returns in a year, stronger, whispering, waiting.

Lair Actions

If encountered in a place of despair (abandoned homes, battlefields, deathbeds), the Gehazidaemon warps the very air. On initiative count 20 (losing ties), it can use one of the following effects:

  • Breath of the Grave. All creatures within 60 feet must succeed on a DC 18 Wisdom saving throw or begin their next turn by attacking themselves with their strongest weapon or spell.
  • Suffocating Dread. A wave of black despair rolls over the area. All creatures must make a DC 18 Constitution saving throw or gain one level of exhaustion.
  • Whispers from the Dark. The Gehazidaemon whispers its victim’s deepest fears. One creature must make a DC 18 Wisdom saving throw or be permanently frightened. They cannot move closer to any dim light or shadow without taking 5d10 psychic damage.

Legendary Actions

The Gehazidaemon can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn.

  • Shadow Step. It teleports up to 60 feet to an unoccupied space in dim light or darkness.
  • Mocking Whisper (Costs 2 Actions). It targets one creature within 60 feet, forcing them to relive their worst memory. The target must make a DC 18 Wisdom saving throw or take 5d10 psychic damage and become stunned until the end of their next turn.
  • The End (Costs 2 Actions, Only Against Quarry). The Gehazidaemon utters the quarry’s name, and they immediately take 6d10 psychic damage. If this damage reduces them to 0 hit points, they fail all three death saving throws instantly.

“You will never be alone again.”

This is not a monster. This is torment itself. It does not need to kill to win.

Those who survive wish they hadn’t.

Gehazidaemon 2
Create

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.