This creature is a tall, bloated, insect-like creature with five arms and three legs. Each of its arms ends in a sharpened, clawed hand. Its legs end in four-toed feet. Its flesh is mottled green and black and its eyes are large and black with no pupils.
AC 24, touch 12, flat-footed 21 (+3 Dex, +12 natural, –1 size)
hp 125 (10d10+60 plus 10)
Fort +13, Ref +10, Will +7
Defensive Abilities all-around vision; DR 10/cold iron or silver; Immune acid, flanking, poison; Resist cold 10, electricity 10, fire 10; SR 21
Str 26, Dex 16, Con 22, Int 7, Wis 14, Cha 16
Base Atk +10; CMB +19 (+23 grapple); CMD 32 (34 vs. trip)
Feats Combat Reflexes, Improved Initiative, Iron Will, Power Attack, Toughness
Skills Intimidate +16, Perception +23, Sense Motive +15, Stealth +12; Racial Modifiers +8 Perception
Languages Abyssal, Draconic, Infernal; telepathy 100 ft
Twice per day, by clattering its mandibles together, a derghodaemon can affect all creatures within 30 ft. as if by a feeblemind spell. Daemons are immune to this effect, but all other creatures must make a DC 18 Will save to resist its effects. The effect lasts for 6 rounds. This is a sonic mind-affecting effect. The save DC is Charisma-based.
If a derghodaemon grapples an opponent, it automatically hits its opponent with all of its melee attacks each round following that it maintains its hold.
Environment any land and underground, lower planes
Organization solitary or team (2–4)
Treasure standard, plus 1d3 gems (100 gp value) in gizzard
The derghodaemon is one of the strongest of the daemon races, but its low intelligence has relegated it to a position of brute warrior and little more.
A derghodaemon stands 8 feet tall and weighs about 800 pounds. The derghodaemon opens combat with its feeblemind attack. Opponents are then subjected to a barrage of claws or weapons, or a combination of both.
A derghodaemon’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.