Derghodaemon

CREATURE 12

ne large daemon fiend 

Perception +24; darkvision, scent (imprecise) 60 feet

Languages Common, Daemonic; telepathy 100 feet

Skills Acrobatics +22, Athletics +25, Intimidation +24, Stealth +24

Str +7 Dex +6 Con +5 Int +1 Wis +6 Cha +6

AC  33; Fort +21, Ref +24, Will +22

HP 240; Immunities confusion, death effects, swarm attacks

Speed 35 feet

Melee [>] claw +25 (deadly 1d12, evil, magical, reach 10 feet), Damage 3d8+10 slashing plus 1d6 evil

Ranged [>] swarm spit +25 (evil, magical, range 60 feet), Damage 2d6+13 piercing plus 1d6 evil

Divine Innate Spells DC 32; 6th blade barrier, feeblemind (×3); 5th dimension door; 4th dimension door (at will); 1st detect alignment (at will, good only)

Derghodaemon's Stare [>] (divine, emotion, enchantment, incapacitation, mental, visual) A non-evil target must succeed at a DC 32 Will save or become confused for 1 round, or 1 minute on a critical failure. It is temporarily immune for 10 minutes.

Rend [>] (claw)

Savage Assault [>>] The derghodaemon makes up to five claw Strikes, each against a different target. These attacks count toward the derghodaemon's multiple attack penalty, but the penalty doesn't increase until after all the attacks.

Swarming Infestation [>>] The derghodaemon spews a large swarm, making a swarm spit Strike against up to two adjacent targets within range. Whether or not the targets are hit, each must attempt a DC 31 Reflex save (at a –2 circumstance penalty if it was actually hit by the swarm spit). persistent damage caused by the swarming infestation ends as soon as the creature takes any amount of damage from an area effect. The derghodaemon can't use this ability for 1d4 rounds. Critical Success The swarm disperses as soon as it deals its swarm spit Strike damage.Success The swarm clings to the target and infests it, dealing 1d6 persistent piercing damage.Failure The swarm clings to the target and infests it, dealing 2d6 persistent piercing damage.Critical Failure As failure, but the hissing sounds caused by the infestation also cause the target to become confused for 1 round; this additional effect has the auditory, emotion, and mental traits.

Bestiary 2, page 60.

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