Demon, Daraka (Swarm Demon; 3pp)

This creature is a tall black-skinned humanoid. Its head is that of a black-furred ram with downward curving horns. Its body appears to be a mass of writhing flesh.

Swarm Demon (Daraka) CR 12

XP 19,200
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +0; Senses darkvision 60 ft.; Perception +31

DEFENSE

AC 27, touch 9, flat-footed 27 (+18 natural, –1 size)
hp 162 (12d10+96)
Fort +12, Ref +8, Will +12
Defensive Abilities scorpions; DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 23

OFFENSE

Speed 40 ft.
Melee 2 claws +21 (1d8+9 plus grab), bite +20 (2d6+9)
Ranged scorpions +11 (1d6 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks scorpions
Spell-like Abilities (CL 12th):

At willchaos hammer (DC 19), deeper darkness, detect good, dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility (self only), unholy aura (DC 23)
3/daychill touch (DC 16)
1/dayfeeblemind (DC 20), shatter (DC 17), summon (level 5, 4d10 dretches or 1d2 vrocks 50%, 1 daraka 20%)

TACTICS

During Combat Darakas aggressively assault any creature that stands in their way. They usually open combat by slinging scorpions at their opponents and using chaos hammer against lawful-aligned opponents. Against an enemy wizard, a daraka uses feeblemind as soon as it can. The remainder of the combat sees the daraka slash with its claws and bite with its terrible fangs. If it can, a daraka likes to grapple a foe and let the scorpions on its body bite the grabbed opponent.

STATISTICS

Str 28, Dex 11, Con 27, Int 18, Wis 18, Cha 20
Base Atk +12; CMB +22 (+26 grapple); CMD 32
Feats Alertness, Blind-Fight, Cleave, Great Cleave, Power Attack, Weapon Focus (claws)
Skills Bluff +20, Climb +24, Intimidate +20, Knowledge (arcana) +19, Knowledge (Planes) +19, Perception +31, Sense Motive +23, Spellcraft +16, Stealth +11, Survival +19; Racial Modifiers +8 Perception

SPECIAL ABILITIES

Poison (Ex)

Scorpions—injury; save Fort DC 24; frequency 1/round for 2 rounds; effect 1d6 Strength damage; cure 1 save. The save DC is Constitution-based.

Scorpions (Ex)

A daraka’s body is swarming with thousands of tiny scorpions. Creatures attacking a daraka unarmed or with natural weapons are automatically stung for 1d6 points of damage and suffer the effects of the scorpion’s poison (see Poison, above).

Alternately, a daraka can sling scorpions from its body to a range of 20 feet. This is a standard action that provokes an attack of opportunity. A creature hit takes 1d6 points of damage from the stinging scorpions and is subjected to their poison. A grappled creature is likewise subjected to the stinging of a daraka’s scorpions just as if it had attacked the daraka unarmed (see above).

A daraka has an unlimited supply of scorpions. As fast as it uses them, its body generates more.

ECOLOGY

Environment any (Abyss)
Organization solitary or gang (2–4)
Treasure standard coins; double goods; standard items

Darakas act as guards to the greater demons or as shock troops in the demonic armies of the Abyss. Being intelligent, they are often used as commanders or leaders, with each daraka having a battalion of minor demons at its command.

A daraka’s skin is leathery and oily. From a distance greater than 10 feet, its body appears to be a mass of writhing flesh. Closer inspection reveals thousands of tiny scorpions swarming its flesh. They constantly skitter across the daraka’s body—into and out of its mouth, ears, and nose. The daraka doesn’t even seem to notice them.

Darakas stand 9 feet tall and weigh 700 pounds.

A daraka’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Section 15: Copyright Notice

Daraka from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

scroll to top