CREATURE 11
Perception +21; darkvision, lifesense (imprecise) 30 feet
Languages Common, Daemonic; telepathy 100 feet
Skills Acrobatics +20, Deception +23, Intimidation +23, Religion +20, Stealth +23, Survival +19
Str +7 Dex +5 Con +6 Int +3 Wis +4 Cha +6
AC 31; Fort +23, Ref +20, Will +19
HP 225; Immunities death effects; Weaknesses good 10
Consumptive Aura (aura, divine) 20 feet. A meladaemon emanates an aura of intense hunger. Each round a creature begins its turn in the aura, it must attempt a DC 27 Fortitude save. On a failure, the creature takes 1d6 negative damage (2d6 on a critical failure) and becomes fatigued. This fatigue ends as soon as the creature eats any food.
Withering Opportunity Trigger The meladaemon is attacked by an adjacent creature and the attack misses; Effect The meladaemon swipes at the triggering creature, which must immediately attempt a save against the meladaemon's withering touch.
Speed 25 feet, fly 50 feet
Melee bite +24 (evil, magical, reach 10 feet), Damage 2d12+13 plus 1d6 evil and daemonic famine
Melee claw +24 (agile, evil, magical, reach 10 feet), Damage 2d8+13 slashing plus 1d6 evil, Grab, and withering touch
Divine Innate Spells DC 31; 6th phantom pain; 5th dimension door, fear, magic missile (at will); 4th dimension door (at will); 1st detect alignment (at will, good only)
Daemonic Famine (disease) Saving Throw DC 29 Fortitude; Stage 1 carrier (1 day); Stage 2 enfeebled 1 (1 day); Stage 3 enfeebled 2 (1 day); Stage 4 as stage 3; Stage 5 enfeebled 3 (1 week)
Withering Touch (divine, evil, necromancy) When the meladaemon hits with a claw Strike or a creature begins its turn grabbed by the meladaemon, the creature must attempt a DC 30 Fortitude save. On a failure, the creature takes 1d6 negative damage and becomes fatigued. This fatigue ends when the creature drinks.
Bestiary 2, page 59.
Open Meladaemon in the interactive creatures list or browse all creatures starting with M.