Daemon Mezzodaemon
Mezzodaemons look like humanoid insects covered in great chitinous plates. They have long, lanky arms and legs and wide, armored skulls. Mezzodaemons have long, sharp claws that can cut through most nonmagical substances. They are a dirty ivory in color with glaring red eyes.
First appeared in the Monster Manual II (Gary Gygax, 1983) and converted by Scott Greene.
Mezzodaemons freely roam the Lower Planes and can often be found keeping company with Night Hags, demons, and even devils on occasion, though they find the strict regulations of the latter quickly tiresome.
Mezzodaemons enjoy wreaking havoc on the Prime Material when they are summoned, and will freely associate with evil humans, so long as the price is right, and their superior position is recognized.
Mezzodaemon (Daemon) | |
Medium-Size outsider (Evil) | |
Hit Dice | 10d8+30 (75 hp) |
Initiative | +0 |
Speed | 40 ft |
AC | 27 (+17 natural) |
Attacks | 2 claws +16 melee; or greatsword +16/+11 melee |
Damage | Claw 1d6+6; or greatsword 2d6+6 |
Face/Reach | 5 ft by 5 ft/5 ft |
Special Attacks | Spell-like abilities, improved grab, summon daemons |
Special Qualities | Damage reduction 20/+2, SR 25, daemon qualities, telepathy, Darkvision 60 ft |
Saves | Fort +10, Ref +7, Will +9 |
Abilities | Strength 23, Dexterity 11, Constitution 17, Intelligence 16, Wisdom 14, Charisma 16 |
Skills | Bluff+13, Concentration +16, Hide +8, Knowledge (arcana) +13, Listen +15, Move Silently+9, Scry +10, Search +11, Sense Motive+11, Spellcraft +13, Spot +15 |
Feats | Blind-Fight, Cleave, Power Attack |
Climate/Terrain | Any land and underground |
Organization | Solitary, gang (2-5), or troupe (2-5 derghodaemons) |
Challenge Rating | 13 |
Treasure | Standard coins; double goods; standard items |
Alignment | Always neutral evil |
Advancement | 11-15 HD (Medium-size); 16-30 HD (Large) |
Combat
Their preferred method of attack is with their razor sharp claws, though on occasion they will employ weapons, most notably a greatsword.
Spell-Like Abilities: At will – alter self, burning hands, charm person, contagion, detect good, detect magic, inflict serious wounds, invisibility, magic circle against good, see invisible, silent image, and teleport without error (self plus 50 pounds of objects only);
1/day – dispel magic, flame strike, and stinking cloud.
These abilities are as the spells cast by a 13th-level sorcerer (save DC 13 + spell level).
Improved Grab (Ex): To use this ability, a mezzodaemon must hit with both claw attacks.
Rend (Ex): A mezzodaemon that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals 2d6+12 points of damage.
Summon Daemons (Sp): Once per day a mezzodaemon can attempt to summon 1d4 Derghodaemons with a 50% chance of success, or another mezzodaemon with a 20% chance of success.
Daemon Qualities (Ex): Immune to poison and Paralysis, immune to mind-influencing effects; acid, cold, and fire resistance 20.
Telepathy (Su): Daemons can communicate telepathically with any creature within 100 feet that has a language.