Daemon, Tsotsidaemon

A leering, lizard-like torso sits atop a four-legged platform of limbs while rock and debris orbits slowly around it.

Tsotsidaemon CR 10

XP 9,600
Spellcaster (arcane)
NE Medium outsider (daemon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +22


AC 25, touch 17, flat footed 18 (+6 Dex, +1 dodge, +8 natural)
hp 127 (15d6 + 75)
Fort +10, Ref +11, Will +13
DR 10/good; Immune acid, bludgeoning, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 21


Speed 30 ft., climb 30, fly 60 ft. (clumsy)
Melee 4 slams +14 (1d4+6 plus push or pull)
Space 5 ft.; Reach 5 ft. (slam 10 ft.)
Special Attacks powerful charge (slam, 2d4+12), telekinetic strike
Spell Like Abilities (CL 15th; concentration +16)

Wizard Spells Prepared (CL 10th, concentration +14)


Str 23, Dex 22, Con 21, Int 18, Wis 19, Cha 12
Base Atk +8; CMB +13; CMD 30 (34 vs. trip)
Feats Combat Reflexes, Dodge, Lunge, Mobility, Spring Attack, Stand Still, Throw Anything, Wind Stance
Skills Acrobatics +11, Appraise +12, Climb +14, Diplomacy +7, Fly +21, Intimidate +16, Knowledge (arcana, engineering, history, planes) +12, Perception +22, Sense Motive +17, Spellcraft +15, Stealth +14, Survival +12, Swim +14, Use Magic Device +12
Languages Abyssal, Common, Draconic, Infernal; telepathy 100 ft.


Telekinetic Strike (Su)

Tsotsidaemons naturally augment their slam attacks with instinctive telekinesis, adding to their reach and allowing them to move enemies into danger. The daemon can pull or push any opponent of any size with a free combat maneuver check after a successful attack. If successful, the daemon pushes or pulls the creature 10 feet plus 10 feet for every 5 that the daemon exceeds the target’s CMD. The creature pulled or pushed does not provoke attacks of opportunity, and stops if the push or pull would move them into a solid object or creature.


Environment any (Abaddon)
Organization solitary
Treasure standard

Spiteful even by daemonic standards, the tsotsidaemons represent death by catastrophic acceleration. Their daemonic nature gives them rough control over objects around them, which most actively seek to focus with arcane study. The daemons delight in carefully choosing and preparing a battlefield with dangerous hazards, pits, and debris they can control.

Section 15: Copyright Notice

The Genius Guide to the Talented Bestiary. Copyright 2017, Rogue Genius Games; Authors: ???

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