Meladaemon
This foul creature looks like an emaciated humanoid with the head of a jackal.
Meladaemon (CR 11)
Large Outsider (Daemon, Evil, Extraplanar)Alignment: Neutral Evil
Initiative: +6
Senses: Darkvision 60 feet, Detect Good, Detect Magic; Perception +20
Aura: consumptive aura (20 feet)
Speed: 30 feet, Fly 60 feet (average)
Space: 10 feet
Defense
Armor Class: 25, touch 15, flat-footed 19 (+6 Dex, +10 natural, -1 size)Hit Points: 147 (14d10+70)
Saving Throws: Fort +11, Ref +15, Will +14
Damage Reduction: 10/good
Immunity: acid, critical hits, death effects, disease, poison, sneak attack
Energy Resistance: cold 10, electricity 10, fire 10
Spell Resistance: 22
Offense
Melee: bite +20 (2d8+6/19-20 plus disease), 2 claws +19 (2d6+6 plus hunger)Reach: 10 feet
Spell-Like Abilities (CL 11th; Concentration +15):
- Constant- Detect Good, Detect Magic, See Invisibility
- At Will- Cause Fear (DC 15), Deeper Darkness, Teleport, Greater (self plus 50 lbs. of objects only)
- 3/day- Blight (DC 19), Diminish Plants, quickened Magic Missile
- 1/day- Horrid Wilting (DC 22), Waves of Fatigue
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
22 (+6) | 22 (+6) | 21 (+5) | 21 (+5) | 17 (+3) | 18 (+4) |
CMB +21
CMD 37
Feats: Blind-Fight, Combat Reflexes, Great Fortitude, Improved Critical (bite), Iron Will, Quicken Spell-Like Ability (Magic Missile), Weapon Focus (bite)
Skills: Bluff +21, Fly +17, Heal +11, Intimidate +21, Knowledge (planes) +22, Knowledge (religion) +22, Perception +20, Sense Motive +20, Spellcraft +22, Stealth +19, Survival +20, Use Magic Device +14
Languages: Abyssal, Draconic, Infernal; telepathy 100 ft.
Special Abilities
Consumptive Aura (Su)
A meladaemon radiates an aura of hunger to a radius of 20 feet. Every round a creature begins its turn within this aura, it must succeed at a DC 22 Fortitude save or take 1d6 nonlethal damage and become fatigued from extreme hunger. Creatures that do not need to eat are immune to this effect. The save DC is Constitution-based.Disease (Ex)
Daemonic wasting: Bite-injury; save Fort DC 22; onset 1 day; frequency 1/day; effect 1d4 Con and 1d4 Cha damage; cure 2 consecutive saves. The save DC is Constitution-based.Hunger (Su)
A meladaemon's claw attack deals an additional 1d6 points of nonlethal damage as it causes sudden pangs of horrific hunger in its foe. Creatures that do not need to eat are immune to this effect.Ecology
Environment: Any, GehennaOrganization: solitary, pack (2-5), or cabal (6-12)
Treasure: standard
As personifications of death from starvation and thirst, these withered fiends spend their time destroying resources and spreading hunger. Deacons of the Horseman of Famine, these creatures visit worlds throughout the planes, destroying acres of crops and slaughtering livestock in order to harvest souls for their honored master.
Meladaemons delight in the slow death of starvation, going so far as to experiment with various bodily deficiencies and mortal weaknesses. Arrogant and utterly bound to their patron, meladaemons rarely work with others of their kind and never serve any of the other three Horsemen except in the rarest of circumstances.
Meladaemons stand approximately 12 feet tall and weigh 350 pounds.