Daemon, Nycadaemon CR 13
XP 25600
NE Large Outsider (Evil, Daemon,
Yugoloth)
Init +3; Senses Darkvision 60ft; Perception
+19
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DEFENSE
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AC 23, touch 13, flat-footed 19 (-1 size, +3
Dex, +1
dodge, +10 natural)
hp 133 (14d10+56)
Fort +8, Ref +12, Will +11
DR 10/Good
Immunities Death Effect, Acid, Disease,
Poison
Resist Cold 10, Electricity 10, Fire 10 SR
21
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OFFENSE
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Speed 40 ft., fly 80 ft.
Melee 2 claws +19 (1d6+6 plus 1d6 bleed)
, greataxe
+19 (3d6+6/x3)
Space 10 ft.; Reach 10 ft.
1/day-Summon (Yugoloth, 95%)
Special Attacks Grab (claw), Rake (claw
+19, 1d6+9), Bleed (1d6)
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STATISTICS
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Str 22, Dex 16, Con 18, Int 12, Wis 14, Cha 18
Base Atk +14; CMB +21 (+25 grapple); CMD 34
Feats Cleave, Dodge, Flyby Attack, Mobility, Power Attack
Skills: Fly +17, Intimidate +18, Knowledge (planes) +18, Perception +19, Sense Motive +19, Stealth
+20, Survival +16
Languages Common, Telepathy 100ft
SQ Outsider Traits, Teleport
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SPECIAL ABILITIES
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Summon Monster (Sp)
A Daemon, Nycadaemon can summon its kin as the Summon Monster spell. Using this ability, a
Daemon, Nycadaemon has a 95% chance to summon a Nycadaemon or 1d3 lesser Yugoloths. Rules for
Summon Monster apply.
Grab (Ex)
If a Daemon, Nycadaemon hits with its claw attack(s), it deals normal damage and attempts to start a
grapple as a free action without provoking an attack of opportunity. Grab can only be used against
targets of a size Large or smaller.
The Daemon, Nycadaemon has the option to conduct the grapple normally, or simply to use the part of
its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on
its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.
A successful hold does not deal any extra damage unless the creature also has the constrict special
attack. If the creature does not constrict, each successful grapple check it makes during successive
rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it
deals constriction damage as well (the amount is given in the creature’s descriptive text).
Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a
grapple.
Rake (Ex)
When a Daemon, Nycadaemon grapples its foe, it gets two free claw attacks at 1d6+6 damage against
that grappled foe. A Daemon, Nycadaemon must begin its turn already grappling to use its rake—it
can’t begin a grapple and rake in the same turn.
Bleed (Ex)
When a Daemon, Nycadaemon hits a target with its claw attack(s), it causes wounds that continue to
bleed, dealing 1d6 damage each round at the start of the affected creature's turn. This bleeding can be
stopped by a successful DC 15 Heal skill check or through the application of any magical healing.
Outsider Traits
An outsider is at least partially composed of the essence (but not necessarily the material) of some
plane other than the Material Plane. Some creatures start out as some other type and become outsiders
when they attain a higher (or lower) state of spiritual existence.
-Darkvision 60 feet.
-Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit.
When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise
dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as
limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype
can be raised, reincarnated, or resurrected just as other living creatures can be.
-Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native
outsiders breathe, eat, and sleep.
Teleport (Sp)
A Daemon, nycadaemon can use 'Greater Teleport' at will, as the spell (caster level 14th), except that
the Daemon, nycadaemon can transport only itself and up to 50 pounds of carried objects.