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Daemon, Locusdaemon

This hideously deformed creature is wracked by agony, its flesh simultaneously frozen solid and burned black, disintegrating into the void and calcifying into tormented necrotic tissue pierced with scores of tiny holes as if by projectiles shot at incredible speed. Flaring light shines from half of the creature’s body from an unseen source. The shattered remnants of survival gear hang about its battered body.

Locusdaemon CR 13/MR 2

XP 25,600
NE Medium outsider (evil, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +18
Aura gravitic (30 feet, DC 24)

DEFENSE

AC 28, touch 20, flat-footed 26 (+7 deflection, +3 Dex, +10 natural) Hp 181 (14d10+104)
Fort +12, Ref +12, Will +10 (second save)
Defensive Abilities negative energy affinity, tidal lock; DR 10/epic and good; Immune acid, cold, critical hits, death effects, disease, disintegration, fire, poison, sneak attack; Resist electricity 10

OFFENSE

Speed fly 60 ft. (clumsy)
Melee 2 slams +21 (2d8+7 plus 1d8 cold or fire)
Special Attacks meteor strike, mythic power (2/day, surge +1d6)
Spell-Like Abilities (CL 14th, concentration +18)

Constantdetect good, detect magic
At Willcrushing despair (DC 23), greater teleport (self plus 50 lbs. of objects only), interplanetary teleport
3/dayquickened crushing despair (DC 23), suffocation (DC 22), reverse gravity (DC 24)
1/daysummon (level 9, 1 locusdaemon, 100%)

STATISTICS

Str 24, Dex 16, Con 23, Int 14, Wis 13, Cha 25
Base Atk +14; CMB +21; CMD 40
Feats Ability Focus (crushing despair), Flyby Attack, Great Fortitude, Hover, Power Attack, Quicken Spell-like Ability (crushing despair), Vital StrikeMF
Skills Acrobatics +20, Bluff +18, Disable Device +14, Fly +7 (+11 in outer space), Intimidate +13, Knowledge (arcana) +13, Knowledge (engineering) +13, Knowledge (the planes) +13, Perception +18, Sense Motive +12, Stealth +20, Use Magic Device +18; Racial Modifiers +4 Fly (in outer space)
Languages Abyssal, Draconic, Infernal (telepathy 100 ft.)
SQ starflight, spacefaring

SPECIAL ABILITIES

Gravitic Aura (Su)

A locusdeamon radiates an aura of attraction that impedes any movement away from the creature. This manifests as either a gravitational pull or a rush of air responding to lower pressure. Any creature that attempts to move away from a locusdaemon while inside this aura must succeed on a combat maneuver check against a DC equal to 10 + ½ the locusdaemon’s HD + the locusdaemons Charisma modifier.

This roll must be attempted each time a character inside the aura moves (so each move action, each 5-foot-step, etc). Failure indicates the character cannot move away from the lucusdaemon, although she can move around it or toward it. Creatures that specifically ignore gravity or have magical flight speeds ignore this effect. The daemon’s reverse gravity spell-like ability pushes creatures up and away from it without interference from this aura.

Meteor Strike (Ex)

Locusdaemons launch their melee attacks with the speed and strength of falling stars. A locusdaemon’s slam attacks count as touch attacks, though they strike hard and deal both piercing and bludgeoning damage. If a locusdaemon confirms a critical hit with a slam attack, its opponent’s armor or shield (the locusdaemon chooses) gains the broken condition. Finally, whenever a locusdaemon takes a full attack action, it makes an additional attack at its highest bonus. This is a mythic ability.

Spacefaring (Ex)

Most locusdaemons are formed from the souls of suddenly deceased engineers or interstellar travelers.

Knowledge (arcana) and Knowledge (engineering) are always class skills for locusdaemons. Locusdaemons do not breathe, eat, or sleep.

Tidal Lock (Su)

A locusdaemon is always facing any creature that beholds it. It can’t be flanked and gains a +4 racial bonus on Perception checks made to detect or observe any creature that can see it. It gains a deflection bonus to AC equal to its Charisma bonus, but loses this bonus any time it loses its Dexterity bonus to AC. Furthermore, a locusdaemon is always half scorched and half frozen. Its melee attacks deal an additional 1d8 points of cold or fire damage. The locusdaemon chooses which damage to deal before each attack.

Most creatures facing death maintain some sort of hope for a better outcome until their very last breath. For those unfortunate souls forced into outer space with no protection, there is neither breath nor hope. The instant lethality of such a threat sometimes empowers fiendish souls waiting to manifest such sudden and inescapable demise. Locusdaemons embody the concept of death in outer space, whether by collision with high-speed debris, exposure to extreme temperatures, or instant suffocation.

Locusdaemons fit loosely into the hierarchy of daemonkind. Exclusive to apocalyptic errands in space, they observe (and frequently engineer) cataclysmic events, teleporting to survivors to prevent any effort to rescue them. Their most common interaction with mortals is when spacefaring cults seeking apocalypse summon them to aid in the destruction of an entire world or massive interstellar vessel.

Section 15: Copyright Notice

Legendary Planet Adventure Path © 2019, Legendary Games; Authors: Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham.