This creature stands nearly twice as tall as a normal human. Its head resembles that of a diseased and rotting ram with downward, forward-curving horns. The wool and flesh of its humanoid body seem to pull away or drop away in sickly clumps. Its body is covered in boils, blisters, sores, and scabs. Thick white foam oozes from its mouth and a thin yellow ichor squeezes from its bloodshot eyes.
AC 60, touch 40, flat-footed 48 (+12 Dex, +9 insight, +20 natural, –1 size, +10 profane)
Speed 40 ft.
Constant—detect evil, detect good, detect magic, detect thoughts (DC 22), see invisibility, water breathing
Domain Spell-Like Abilities (CL 37th)
12/day—bleeding touch (18 rounds), touch of evil (18 rounds)
Unholy Spells Prepared (CL 37th)
9th—astral projection, energy drain (DC 28, x3), storm of vengeance (DC 28), implosionD (DC 28)
Str 34, Dex 35, Con 33, Int 29, Wis 29, Cha 31
Daemonic Plague: Slam—injury; save Fort DC 47, onset 1 day; frequency 1/day; effect 2d6 Con damage; cure 3 consecutive saves. Each time the victim takes Con damage, it must succeed on a second Fort save or lose 2 points of the Con damage permanently. The save DC is Constitution-based.
A living creature within 30 feet that meets the Oinodaemon’s gaze must succeed on a DC 46 Will save, or be held (as the hold person spell, CL 37th). An affected creature can attempt a new save each round to break the effects if it has 24 HD or more; otherwise, only the Oinodaemon can release it, or a wish or miracle can break the effect. The save DC is Charisma-based.
If the Oinodaemon is slain or moves more than 30 feet away from a held creature, it is automatically released. The Oinodaemon only has to remain within range to maintain this ability; he does not have to concentrate.
This 12-foot long, black wooden staff can only be wielded by the current Oinodaemon or any daemon he allows to wield it. In anyone else’s hands, the staff functions as a normal quarterstaff. Upon the current Oinodaemon’s death, the staff can be wielded (and it functions as detailed below) by the new Oinodaemon. The staff has the powers listed below. All powers function as the spell of the same name (CL 25th or the wielder’s caster level, whichever is higher). Save DCs are 20 + spell level.
The staff has an unlimited number of charges, but no more than 50 charges may be expended in a single day. The staff’s powers automatically overcome any other daemon’s spell resistance. Any non-daemon that touches the staff takes 10d8 points of electricity damage per round of contact (no save) and gains two negative levels each round it touches the staff. The Fortitude save to remove a negative level has a DC of 35 and can result in actual level loss on a failed save.
Environment Gehenna, Hades, or Tarterus
Organization solitary or troupe (Oinodaemon plus 2–8 cacodaemons)
Treasure triple standard
The Oinodaemon claims rulership over all other daemons. There is no other single figure in the lower planes that commands more respect and fear than the Oinodaemon (excepting a few powerful arch-devils).
His position is constantly threatened by those who would usurp the throne and take the position for their own. It is believed there are at least seven other extremely power daemons vying for the throne and title of Oinodaemon. Through subtle machinations, sheer power, and fear, the current Oinodaemon has held all challengers at bay.
The Oinodaemon attacks using his spells, spell-like abilities, and staff in combat. He does not hesitate to gate in other daemons to assist him.