Arcanadaemon
Arcanadaemons are the most civilized of the daemons, as well as being the most powerful. They rule small baronies scattered across the Lower Planes from their red-iron forts.
First appeared in the Monster Manual II (Gary Gygax, 1983) and converted by Scott Greene.
In the book of Daemons
The arcanadaemon appears as a robed human with the head of a fanged jackal or war dog. Ivory white horns jut from the top of its head.
Arcanadaemon (Daemon) | |
Medium-Size outsider (Evil) | |
Hit Dice | 12d8+65 (119 hp) |
Initiative | +5 (+1 Dexterity, +4 Improved Initiative) |
Speed | 40 ft |
AC | 29 (+1 Dexterity, +18 natural) |
Attacks | 2 claws +18 melee, bite +16 melee, gore +16 melee |
Damage | Claw 1d4+6, bite 2d6+3, gore 1d6+3 |
Face/Reach | 5 ft by 5 ft/5 ft |
Special Attacks | Psionics, spell-like abilities, spells, summon daemons |
Special Qualities | Damage reduction 20/+2, SR 26, daemon qualities, telepathy, Darkvision 60 ft |
Saves | Fort +13, Ref +9, Will +13 |
Abilities | Strength 23, Dexterity 13, Constitution 21, Intelligence 21, Wisdom 20, Charisma 17 |
Skills | Bluff +17, Concentration +20, Diplomacy +16, Hide +10, Jump +16, Knowledge (Arcana) +19, Listen +20, Move Silently +15, Search +17, Sense Motive +15, Spellcraft +20, Spot +20 |
Feats | Cleave, Great Cleave, Improved Initiative, Multiattack, Power Attack |
Climate/Terrain | Any land and underground |
Organization | Solitary or gang (2-3) |
Challenge Rating | 14 |
Treasure | Standard |
Alignment | Always neutral evil |
Advancement | 13-25 HD (Medium-size); 26-36 HD (Large) |
COMBAT
The arcanadaemon attacks using its spells, psionics, and spell-like abilities. In melee combat it utilizes its claws, bite, and horns.
Spell-Like Abilities:
At willalter self, charm person, contagion, deeper darkness, fly, invisibility, see invisible, silent image, and teleport without error (self plus 50 pounds of objects only);
1/dayfear and shapechange. These abilities are as the spells cast by a 15th-level sorcerer (save DC 13 + spell level).
Psionics (Sp): At will – detect good, detect evil, detect thoughts, feather fall, and hypnotism.
These abilities are as the spells cast by a 10th-level sorcerer (save DC 13 + spell level).
Spells: Arcanadaemons can replicate spells as 12th-level sorcerers (save DC 13 + spell level).
Summon Daemons (Sp): Once per day an arcanadaemon can automatically summon two piscodaemons or hydrodaemons or one mezzodaemon, nycadaemon, or another arcanadaemon.
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.