A sadistic abyssal horror called up through blood sacrifice, the daemonlord deafens, paralyzes and rains summoned chaos-spawn from its smog-built skyship.
The daemonlord is raw chaos given a body: long, supple arms ending in clawed hands, and a fanged maw that is the most dreadful part of it. Bringing one into the world demands an evil ritual fueled by the blood of unwilling sacrifices, and at least six daemon warriors must take part in the rite and perish in it.
Each round the creature lashes out with both claws, which can smash targets in front of it or to either side and reach a full 10 feet. It then chooses one of three further assaults. Its bite tears away chunks of flesh. If it does not bite, it can bellow instead, filling a cone 100 feet long, 5 feet wide at the mouth and 50 feet wide at the far end; anyone inside must save vs. breath weapon or be deafened for 2d6 turns, though those more than 50 feet off gain +2 on the roll. If it neither bites nor roars, it locks eyes with a single foe, who must save vs. spell or stand paralyzed for 2d6 rounds. Six times a day it can also hurl a lightning bolt for 12d6 damage.
It fights like a torturer. The daemonlord deliberately spreads its attacks among foes who are still unhurt, wounding everyone before it bothers finishing anyone off, and it loves to toy with its prey. It often summons servants for the sheer enjoyment of watching them brawl.
Killing is the creature's whole reason for being. It prefers slow, drawn-out deaths and as many of them as possible, but it can dispatch foes with brisk efficiency when it must. Grand works of civilization draw its special hatred, and it spends real effort devising new ways to wreck them.
Smoke, soot and noxious fumes answer the daemonlord's call. It knits them into a vast floating vessel of smog, the chaos cloud, and roams the skies aboard it, dropping ruin on anyone below.
Once per turn it can bring forth a wave of minions, provided the right raw material is nearby: sand yields 3d8 sand spawn, a forest yields 3d6 cedar spawn, and corpses yield 4d10 scavenger spawn. The summoned creatures can appear anywhere within 300 feet, or the daemonlord can fling a flaming chaos meteor up to five miles; one round after it strikes, the spawn climb out of the burning crater.
More: Monsters starting with D · Dragonlance monsters · All monsters A-Z
| Climate/Terrain | Abyss (the dragon world) |
|---|---|
| Frequency | Very rare |
| Organization | Solitary |
| Activity Cycle | Any |
| Diet | Carnivore |
| Intelligence | Genius (18) |
| Treasure | W |
| Alignment | Chaotic evil |
| No. Appearing | 1 |
| Armor Class | -2 |
| Movement | 12, Fl 30 (B) |
| Hit Dice | 15 |
| THAC0 | 5 |
| No. of Attacks | 3 |
| Damage/Attack | 1d10/1d10/3d10 |
| Special Attacks | Paralyze with gaze, deafen with roar, lightning 6/day |
| Special Defenses | +2 or better weapons needed to hit, invulnerable to any creature except those witnessing its creation |
| Magic Resistance | 50% |
| Size | L (12' tall) |
| Morale | Fearless (20) |
| XP Value | 21,000 |