Daemon, Nycadaemon: The Lords of Bleeding Shadows
“Meet the Nycadaemon: a gargoyle-like daemon with deadly claws, fearsome magic, and the ability to summon horrors from the Lower Planes!”

The Nycadaemon is a powerful and malicious daemon native to the Lower Planes, particularly found in realms like Tarterus, Hades, and Gehenna. It is a member of the Yugoloth family, creatures that are often portrayed as mercenary and manipulative. The Nycadaemon’s appearance is strikingly similar to a gargoyle, with leathery green skin and large bat-like wings. It stands about 8 feet tall, exuding an aura of dominance and brutality.
Nycadaemons are feared for their intelligence and strategic mindset, always working toward expanding their personal power, often at the expense of weaker beings. They are known to wield both magical and physical prowess, frequently using massive weapons like greataxes, although their claws also pack a potent punch. Additionally, their array of spell-like abilities allows them to manipulate and control situations to their advantage, such as by casting “dimension door,” “gaseous form,” and “reverse gravity” among others.
These daemons typically avoid direct conflict with creatures they deem weaker but will not hesitate to strike when the odds favor them. They are also known for their ability to summon other daemons to bolster their forces, ensuring they never face combat alone. In terms of habitat, Nycadaemons are comfortable in the dangerous and chaotic environments of the Lower Planes, yet they also possess the ability to travel freely between these planes, including the Abyss and the Nine Hells.
Their motivations are rooted in a relentless drive for dominance and control, and they will often cooperate with other evil beings when such alliances serve their needs. However, their ultimate loyalty lies in their pursuit of self-interest and power.
Nycadaemon 5e
Nycadaemon 3.5
Nycadaemon

Large fiend (daemon), neutral evil
Armor Class: 17 (natural armor)
Hit Points: 230 (20d10 + 100)
Speed: 40 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 16 (+3) | 20 (+5) | 18 (+4) | 16 (+3) | 18 (+4) |
Saving Throws: Dexterity +8, Constitution +10, Wisdom +8, Charisma +9
Skills: Athletics +12, Intimidation +9, Perception +8, Stealth +8
Damage Resistances: Acid, cold, fire
Damage Immunities: Poison, psychic
Condition Immunities: Charmed, frightened, poisoned
Senses: Darkvision 120 ft., passive Perception 18
Languages: Infernal, telepathy 120 ft.
Challenge: 14 (11,500 XP)
TRAITS
- Legendary Resistance (3/Day): If the Nycadaemon fails a saving throw, it can choose to succeed instead.
- Daemonic Resilience: The Nycadaemon has advantage on saving throws against being charmed or frightened.
- Wounded Frenzy (Recharge 5-6): When the Nycadaemon is below half its hit points, it can use its bonus action to enter a bloodthirsty frenzy. For 1 minute, its claw attacks deal an extra 1d8 damage and it has advantage on attack rolls against creatures that are below their maximum hit points.
ACTIONS
- Multiattack: The Nycadaemon makes two attacks: one with its Greataxe and one with its Claws.
- Greataxe: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (3d8 + 7) slashing damage.
- Claws: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d6 + 7) slashing damage plus 10 (3d6) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or be wounded, taking 5 (1d10) necrotic damage at the start of each of its turns for 1 minute, or until the wound is bound by a DC 15 Wisdom (Medicine) check.
SPELL-LIKE ABILITIES
The Nycadaemon can cast the following spells, requiring no material components:
- At Will: Alter Self, Charm Person, Comprehend Languages, Detect Magic, Dispel Magic, Invisibility, Polymorph Self, See Invisibility, Teleport (self + 50 lbs. of objects)
- 3/Day: Command, Dimension Door, Mirror Image
- 1/Day: Gaseous Form, Reverse Gravity, Word of Recall
Spellcasting Ability: Charisma (spell save DC 18, +10 to hit with spell attacks)
REACTIONS
- Fearful Presence: When a creature the Nycadaemon can see within 30 feet of it makes an attack roll or a saving throw, the Nycadaemon can use its reaction to force the creature to make a DC 18 Wisdom saving throw or be frightened until the end of its next turn. Whether or not the creature fails the save, it cannot be affected by the Nycadaemon’s Fearful Presence for 24 hours.
LEGENDARY ACTIONS
The Nycadaemon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Nycadaemon regains spent legendary actions at the start of its turn.
- Claw Attack: The Nycadaemon makes one attack with its claws.
- Teleport: The Nycadaemon magically teleports up to 60 feet to an unoccupied space it can see.
- Summon Lesser Daemons (Costs 2 Actions): The Nycadaemon summons 1d4 Hydrodaemons or 1 Mezzodaemon. The summoned daemons appear within 30 feet of the Nycadaemon and act on their initiative counts.
TACTICS
- Opening Moves: The Nycadaemon begins combat by teleporting to a high vantage point or behind cover, using Invisibility to gain the element of surprise. It then summons lesser daemons to swarm and overwhelm its enemies.
- Use of Fear and Wounding: The Nycadaemon focuses on striking down the weakest enemies first, using its Fearful Presence to demoralize its foes, followed by Claws to inflict its Wounding effect and disable them over time.
- Teleport and Hit-and-Run: When engaged in melee, the Nycadaemon uses Dimension Door to evade attacks and reposition. It strikes with its Greataxe from unexpected angles, using its Legendary Resistance to avoid debilitating spells.
ENVIRONMENTAL TACTICS
- The Nycadaemon thrives in dark, confined environments or chaotic battlegrounds where it can use its teleportation and summoning abilities to keep foes off balance. It will always try to gain high ground or an escape route, manipulating its enemies into situations where it can strike them at their most vulnerable.
- In underground lairs or ruined temples, the Nycadaemon may manipulate the environment to collapse parts of the ceiling, using its Reverse Gravity to throw enemies into precarious positions or create dangerous traps.
MOTIVATION AND BEHAVIOR
The Nycadaemon’s motivations are driven by self-interest, power, and cruelty. It is known for striking bargains with mortals, offering forbidden knowledge or magic in exchange for servitude or souls. It will enslave or manipulate others, often finding joy in watching them struggle. This daemon cares little for alliances but may work with others of its kind or other powerful evil beings if it suits its goals.
Appearance:
A gargoyle-like figure with green leathery skin, huge bat-like wings, and ivory claws and teeth, the Nycadaemon looks like an embodiment of evil itself. Its dark, shadowy aura is accompanied by a constant whisper of telepathic threats, sending chills down the spine of anyone in its presence. Its red, glowing eyes lock onto its prey with terrifying precision.
Nycadaemon

First appeared in the Monster Manual II (Gary Gygax, 1983) and converted by Scott Greene. In the book of Daemons
The nycadaemon is one of the most powerful daemons that roam the Lower Planes. They are a domineering and wicked race, caring not who or what they enslave or exploit, but always acting in a manner aimed at maximizing personal power and safety.
A nycadaemon resembles a gargoyle in appearance, with huge black bat-like wings protruding from its shoulders. Its skin is leathery and green in color. Its teeth and claws are a pale ivory in color.
Nycadaemon (Daemon) | |
Large outsider (Evil) | |
Hit Dice | 11d8+44 (93 hp) |
Initiative | +1 (Dexterity) |
Speed | 40 ft, Fly 50 ft (average) |
AC | 27 (-1 size, +1 Dexterity, +17 natural) |
Attacks | Greataxe +16/+11/+6 melee; or 2 claws +16 melee |
Damage | Greataxe 1d12+6; or 2 claws 1d8+6 and fear and wound |
Face/Reach | 10 ft by 10 ft/15 ft |
Special Attacks | Spell-like abilities, fear, wounding, summon daemons |
Special Qualities | Damage reduction 20/+2, SR 24, daemon qualities, telepathy, Darkvision 60 ft |
Saves | Fort +11, Ref +8, Will +10 |
Abilities | Strength 23, Dexterity 13, Constitution 19, Intelligence 16, Wisdom 16, Charisma 17 |
Skills | Bluff +16, Concentration +18, Hide +11, Knowledge (arcana) +13, Listen +17, Move Silently +13, Search +14, Sense Motive +15, Spellcraft +14, Spot +17 |
Feats | Cleave, Power Attack, Sunder |
Climate/Terrain | Any land and underground |
Organization | Solitary or gang (2-5) |
Challenge Rating | 13 |
Treasure | Standard coins; double goods; standard items |
Alignment | Always neutral evil |
Advancement | 12-15 HD (Large); 16-33 HD (Huge) |
Combat
Nycadaemons prefer to wield weapons in combat, most notably a Greataxe or greatsword. They will use their claws if disarmed or when no weapon is available. They will never hesitate to attack those they consider weaker than themselves.
Spell-Like Abilities: At willalter self, Charm Person, comprehend languages, Contagion, detect magic, dispel magic, invisibility, polymorph self, project image, silent image, see invisible, and teleport without error (self plus 50 pounds of objects only);
- 3/day – command, dimension door, and mirror image;
- 1/day – gaseous form, reverse gravity, and word of recall.
These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).
Fear (Su): Touch, as fear cast by a 12th-level sorcerer (Will save DC 18). Whether or not the save is successful, that creature cannot be affected again by that nycadaemon’s fear for one day.
Wounding (Su): A hit from a nycadaemon’s claw attack causes a bleeding wound. The injured creature loses 2 hit points per round per hit until the wound is bound (a DC 10 Heal check) or the victim dies.
Summon Daemons (Sp): Once per day a nycadaemon can attempt to summon 1d6 hydrodaemons, 1d2 mezzodaemons with a 35% chance of success, or another nycadaemon 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.