Exsanguinator Daemon CR 11
Sloshing crimson rises to cover your feet and begins to steam. Booming laughter echoes from the walls of the chamber as the blood flooding the room generates waves from nowhere before forming into an enormous creature in its center. The thing floats in the air with its legs crossed, instantly scrutinizing you from behind calculating, immortal eyes. Two curious horns sprout from the red flesh of its head and it wears nothing save a simple, torn yellow loincloth. You can sense its hunger immediately—whatever it is, it instinctively yearns for blood.
AC 25, touch 17, flat-footed 20 (+4 deflection, +4 Dex, +8 natural, –1 size)
hp 147 (14d10+70); fast healing 2
Fort +14, Ref +8, Will +13
Defensive Abilities outsider traits; DR 5/good; Immune acid, bleed, death effects, disease, fire, poison; Resist cold 15, electricity 15; SR 20
Weaknesses vulnerability to cure
During Combat Exsanguinator daemons are born of pain and take great joy in inflicting as much pain as possible on opponents before killing them.
Morale When dropped to 35 hit points or less, the daemon teleports away—but not too far. After healing back to 130 hit points (his fast healing recovers 20 hit points per minute) he teleports back to wherever he fled from to strike again when his opponents think they are safe. When reduced to 35 hit points or less a second time, an exsanguinator daemon teleports away again, marking those that survived as enemies for life.
Str 20, Dex 18, Con 20, Int 14, Wis 14, Cha 18
Base Atk +14; CMB +20; CMD 38 (cannot be tripped)
Feats Bloody Assault, Flyby Attack, Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Vital Strike
Skills Bluff +21, Diplomacy +21, Intimidate +21, Knowledge (arcana) +19, Knowledge (nature) +19, Knowledge (planes) +19, Perception +19, Sense Motive +19, Spellcraft +16
Languages Abyssal, Draconic, Infernal; telepathy 100 ft., tongues
As a full-round action (that provokes attacks of opportunity) the exsanguinator daemon can grip living creatures within its reach by the very blood within their bodies. Targets must make a DC 21 Will save to resist his control and on a failure are paralyzed until the end of the exsanguinator daemon’s next turn. Paralyzed creatures are then forced to make a DC 21 Fortitude save or take 2d4+2 Constitution damage as the exsanguinator daemon rips the blood from their body through orifices and the pores of their skin. For every point of Constitution damage dealt this way, the exsanguinator daemon gains 2 temporary hit points (up to his normal maximum number of hit points).
Creatures suffering from a bleed effect while within 40 feet of an exsanguinator daemon must succeed on a DC 21 Fortitude save or take twice the normal amount of damage from bleeding wounds that round. Any Heal checks to stop a creature from bleeding while within a hemophilia aura are made with a –10 penalty.
Powerful Presence (Su)
Vulnerability to Cure (Ex)
Exsanguinator daemons are 9 feet tall but weighs only 250 pounds.
Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson