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Daemon, Yagnodaemon

The Yagnodaemon is a terrifying fiend with grotesque asymmetry. It has one massive, muscular arm capable of delivering devastating attacks and a second, undersized, almost vestigial arm. Its scaly, crimson skin ripples with sinister energy, and its hulking frame gives it an imposing presence. The head is particularly grotesque, resembling a monstrous skull with bat-like, winged ears, further emphasizing its malevolence and otherworldly origins​.

Behavior

Yagnodaemons are cold, calculating, and cruel. They take perverse pleasure in exploiting the suffering of others, particularly when it results from systemic or bureaucratic failures. These fiends thrive on corruption, inefficiency, and the despair caused by broken systems. Despite their haughty demeanor, they often view themselves as noble or aristocratic, demanding respect and tribute from all who enter their domain​.

Habitat

Yagnodaemons reside in the plane of Abaddon, a hellish realm associated with daemons and death. Each Yagnodaemon rules over a fiefdom within this desolate plane, fortifying their lairs with elaborate traps and formidable guardians. Their fortresses are often bleak, labyrinthine structures, symbolizing the suffocating systems they thrive on​.

Modus Operandi

Yagnodaemons manipulate others through a combination of physical might, magical power, and cunning strategies. They prefer to exert control indirectly, setting up systems of oppression or chaos that bring them long-term rewards. Their spell-like abilities, such as charm person, contagion, and alter self, enable them to deceive and dominate their enemies. When forced into combat, they rely on their massive arm for devastating melee strikes, supported by powerful weapons like halberds or greatswords​.

Their most terrifying trait, however, is their ability to feed on the life force of their victims, devouring both flesh and spirit. This act not only strengthens the Yagnodaemon but also ensures the permanent destruction of its prey, preventing resurrection without the use of powerful spells​.

Motivation

Yagnodaemons are driven by a desire to perpetuate suffering through systemic failures, embodying death by neglect and inefficiency. They are born from the souls of mortals who caused harm through malicious bureaucratic practices, and their motivation lies in amplifying the despair they once exploited in life. They see themselves as the apex of a cruel, hierarchical system and take pride in maintaining their fiefdoms with ruthless efficiency​.


  • Yagnodaemon 5e
  • Yagnodaemon 3.5

Large Fiend (Daemon), Neutral Evil


Armor Class: 20 (Natural Armor)
Hit Points: 210 (20d10 + 100)
Speed: 40 ft.


STRDEXCONINTWISCHA
26 (+8)14 (+2)24 (+7)17 (+3)16 (+3)18 (+4)

Saving Throws Dex +8, Con +13, Wis +9, Cha +10

Skills Athletics +14, Deception +10, Insight +9, Perception +9, Intimidation +10, Arcana +8

Damage Resistances Acid, Cold, Fire, Poison

Damage Immunities Necrotic, Psychic

Condition Immunities Poisoned, Charmed, Frightened, Paralyzed, Stunned

Senses Darkvision 120 ft., Passive Perception 19

Languages Infernal, Abaddonian, Telepathy 120 ft.

Challenge CR 15 (13,000 XP)


TRAITS

Daemonic Resilience.
The Yagnodaemon has resistance to all damage except Force and Radiant damage. It also has immunity to all mind-influencing effects, including charm, fear, and psychic damage.

Unholy Form.
The Yagnodaemon cannot be polymorphed or transformed into a different form by any means. It can only be harmed by magical weapons or attacks.

Dark Rebirth.
When the Yagnodaemon drops to 0 hit points, it can use its Rebirth ability once every 7 days. Instead of dying, it regenerates half its hit points (rounded up) and is surrounded by a wave of necrotic energy. All enemies within 20 feet must succeed on a DC 17 Constitution saving throw or take 3d6 necrotic damage. This ability can only be used once every 7 days.

Spellcasting.
The Yagnodaemon is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The Yagnodaemon has the following spells prepared:

  • Cantrips (at will): Thaumaturgy, Minor Illusion, Eldritch Blast, Prestidigitation
  • 1st level (4 slots): Disguise Self, Command, Shield of Faith, Detect Magic
  • 2nd level (3 slots): Misty Step, Mirror Image, Hold Person
  • 3rd level (3 slots): Counterspell, Fear, Bestow Curse
  • 4th level (3 slots): Greater Invisibility, Phantasmal Killer
  • 5th level (2 slots): Dominate Person, Cloudkill
  • 6th level (1 slot): Circle of Death
  • 7th level (1 slot): Plane Shift (self only)

Telepathic Command.
As a bonus action, the Yagnodaemon can issue a telepathic command to a creature within 120 feet. The target must succeed on a DC 18 Wisdom saving throw or be compelled to take a single action of the Yagnodaemon’s choosing. The Yagnodaemon can issue commands as a bonus action each round, and the creature may attempt the saving throw at the end of each of its turns. The effect lasts for 1 minute.


ACTIONS

Multiattack.
The Yagnodaemon makes three attacks: one with its giant arm, one with its small arm, and one with its halberd or greatsword.

  • Giant Arm Slam.
    Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
    Hit: 2d8 + 7 bludgeoning damage, and the target must succeed on a DC 20 Constitution saving throw or be stunned for 1 round.
  • Small Arm Slash.
    Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
    Hit: 1d6 + 4 slashing damage.
  • Greatsword (Giant Arm).
    Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
    Hit: 2d6 + 7 slashing damage.
  • Halberd (Giant Arm).
    Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
    Hit: 2d8 + 7 slashing damage.

Feed.
As a bonus action, when the Yagnodaemon slays a creature, it can consume the body and feed. The Yagnodaemon regains 2d6 hit points for every 8 HD of the creature consumed, and the body is destroyed, preventing any future resurrection or raising by means that require the body.

Summon Daemons (Recharge 5-6).
The Yagnodaemon can attempt to summon 1d4 Hydrodaemons or 1d2 Dergodaemons with a 50% chance of success, or another Yagnodaemon with a 20% chance of success. The summoned creatures appear within 60 feet of the Yagnodaemon and act immediately.


LEGENDARY ACTIONS

The Yagnodaemon 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 Yagnodaemon regains spent legendary actions at the start of its turn.

  • Giant Slam. The Yagnodaemon makes one Giant Arm Slam attack.
  • Teleport (Costs 2 Actions). The Yagnodaemon teleports up to 60 feet to an unoccupied space it can see.
  • Summon Lesser Daemons (Costs 3 Actions). The Yagnodaemon summons 1d4 Dergodaemons or 1 Hydrodaemon to aid it in battle.

TACTICS

The Yagnodaemon fights with strategic malice. It uses its telepathic command to manipulate enemies into compromising positions, often isolating weaker enemies and forcing them to attack their allies. The Giant Arm Slam delivers devastating blows, while its small arm can keep enemies at bay or feign vulnerability.

The Yagnodaemon is not in a hurry. It will take its time casting spells to weaken its opponents, often starting with Fear and Counterspell to disrupt enemy spellcasters. It will use Greater Invisibility to control the battlefield and keep itself hidden while manipulating the surroundings.

When surrounded or in danger, the Yagnodaemon will summon additional daemons to tip the scales in its favor, ensuring it is never outnumbered. Its Feed ability gives it a secondary advantage, as it can heal and power up, while its summoned allies create chaos.


Lair Actions (if applicable)

If the Yagnodaemon is encountered in its lair (such as in the Hellscape of Abaddon, or a ruined fortress in its domain), it can take 1 lair action on initiative count 20 (losing initiative ties). It can choose one of the following effects:

  • Corruptive Energy.
    The Yagnodaemon channels necrotic energy through the ground. Each creature within 30 feet must make a DC 18 Constitution saving throw or take 3d6 necrotic damage, half on a success.
  • Dark Domain.
    The Yagnodaemon can manipulate its lair’s environment, casting Darkness centered on a point it can see within 60 feet. It can control the area within a 20-foot radius.
  • Unholy Reinforcement.
    The Yagnodaemon summons 1d2 Dergodaemons or 1 Hydrodaemon that appear in its lair and act immediately.

Lore and Motivation

Yagnodaemons are fiends of immense power that serve the Archfiends of Abaddon, a plane of eternal conflict. Though their form is asymmetrical and grotesque, with one massive arm and one shrunken one, it reflects their dark and twisted nature. Yagnodaemons are lordly and cunning, often ruling over lesser daemons and fiends. They command respect through brute strength and manipulation.

Driven by a desire for domination and the accumulation of power, they will stop at nothing to consume and manipulate those they deem weak. Their Feed ability allows them to grow stronger by absorbing the essence of their enemies.

Yagnodaemon
DAEMON, YAGNODAEMON – AI Generated Artwork – NightCafe Creator

Yagnodaemons are minor nobles of the daemon society. They are lords of fiefs and all who enter these fiefs are subject to their rule. They in turn answer to the arcanadaemons who rule over them.

First appeared in the Monster Manual II (Gary Gygax, 1983) and converted by Scott Greene.

In the book of Daemons

Yagnodaemons are horrible creatures with two unequal arms, one man-sized and the other giant-sized. These creatures are large humanoids with scaly red skin and bulky muscles. Their horrid heads have great wing-like ears. Their facial features, like the personalities of the creatures, are hateful and evil.


Yagnodaemon
(Daemon)
Large outsider (Evil)
Hit Dice10d8+30 (75 hp)
Initiative+0
Speed40 ft
AC27 (-1 size, +18 natural)
AttacksSlam +14 melee, greatsword +12 melee; or halberd +16 melee
DamageSlam 1d8+7 and stun, greatsword 2d6+3; or halberd 2d8+7
Face/Reach5 ft by 5 ft/10 ft (15 ft with halberd)
Special AttacksSpell-like abilities, stun, feed, summon daemons
Special QualitiesDamage reduction 20/+2, SR 23, daemon qualities, telepathy, Darkvision 60 ft
SavesFort +10, Ref +7, Will +10
AbilitiesStrength 25, Dexterity 10, Constitution 17, Intelligence 16, Wisdom 16, Charisma 16
SkillsBluff +13, Concentration +13, Diplomacy +13, Hide +5, Knowledge (arcana) +10, Listen +16, Move Silently +7, Search +14, Sense Motive +13, Spellcraft+13, Spot +16
FeatsAmbidexterity, Two-Weapon Fighting, Power Attack
Climate/TerrainAny land and underground
OrganizationSolitary or troupe (1 yagnodaemon and 2-4 derghodaemons)
Challenge Rating13
TreasureStandard coins; double goods; standard items
AlignmentAlways neutral evil
Advancement11-15 HD (Large); 16-30 HD (Huge)

Combat

The physical attack of the monster is with its huge arm and greatsword.

In lieu of those, the yagnodaemon can attack with a huge halberd.

Spell-Like Abilities: At will—alter self, Charm Person, Contagion, invisibility, see invisible, silent image, and teleport without error (self plus 50 pounds of objects only).

These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).

Stun (Ex): Slam attack using giant arm, Fortitude save (DC 22) or stunned 1d4 rounds.

Feed (Su): When a yagnodaemon slays an opponent, it can feed on the corpse, devouring both flesh and life force, as a full round action. For every 8 HD or levels a yagnodaemon consumes, it gains 1 Hit Die.

Feeding destroys the victim’s body and prevents any form of raising or resurrection that requires part of the corpse. A wish, miracle, or true resurrection spell can restore a devoured victim to life, but there is a 50% chance that even such powerful magic will fail.

Summon Daemons (Sp): Once per day a yagnodaemon can attempt to summon 1d4 hydrodaemons or 1d2 dergodaemons with a 50% chance of success, or another yagnodaemon 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

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