Daemon, Yagnodaemon
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.
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 Dice | 10d8+30 (75 hp) |
Initiative | +0 |
Speed | 40 ft |
AC | 27 (-1 size, +18 natural) |
Attacks | Slam +14 melee, greatsword +12 melee; or halberd +16 melee |
Damage | Slam 1d8+7 and stun, greatsword 2d6+3; or halberd 2d8+7 |
Face/Reach | 5 ft by 5 ft/10 ft (15 ft with halberd) |
Special Attacks | Spell-like abilities, stun, feed, summon daemons |
Special Qualities | Damage reduction 20/+2, SR 23, daemon qualities, telepathy, Darkvision 60 ft |
Saves | Fort +10, Ref +7, Will +10 |
Abilities | Strength 25, Dexterity 10, Constitution 17, Intelligence 16, Wisdom 16, Charisma 16 |
Skills | Bluff +13, Concentration +13, Diplomacy +13, Hide +5, Knowledge (arcana) +10, Listen +16, Move Silently +7, Search +14, Sense Motive +13, Spellcraft+13, Spot +16 |
Feats | Ambidexterity, Two-Weapon Fighting, Power Attack |
Climate/Terrain | Any land and underground |
Organization | Solitary or troupe (1 yagnodaemon and 2-4 derghodaemons) |
Challenge Rating | 13 |
Treasure | Standard coins; double goods; standard items |
Alignment | Always neutral evil |
Advancement | 11-15 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 willalter 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