Daemon, Temerdaemon

This humanoid creature’s limbs—four arms and four legs—bend in awkward configurations. It wields a scythe in its largest arms.

Temerdaemon CR 14

XP 38,400
NE Large outsider (daemon, evil, extraplanar)
Init +10; Senses darkvision 60 ft.; Perception +27
Aura reaper’s curse (30 ft., DC 23, 10 rounds)


AC 29, touch 15, flat-footed 23 (+6 Dex, +14 natural, –1 size)
hp 195 (17d10+102)
Fort +16, Ref +13, Will +17
DR 10/good and silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 25


Speed 30 ft.; air walk
Melee +1 scythe +23/+18/+13/+8 (2d4+8/19–20/×4 plus confusion), 2 claws +16 (1d4+2 plus confusion)
Space 10 ft.; Reach 10 ft.
Special Attacks confusion
Spell-Like Abilities (CL 15th; concentration +20)

Constantair walk
At willbestow curse (DC 19), death knell (DC 17), gaseous form, passwall, stone shape, telekinesis (DC 20)
3/daydisintegrate (DC 21), greater dispel magic, illusory wall (DC 19), suggestion (DC 18)
1/daysummon (level 5, 1 temerdaemon 30%)


Str 21, Dex 22, Con 23, Int 13, Wis 24, Cha 20
Base Atk +17; CMB +23 (+25 trip); CMD 39 (45 vs. trip)
Feats Blinding Critical, Combat Expertise, Critical Focus, Improved Critical (scythe), Improved Initiative, Improved Trip, Lightning Reflexes, Power Attack, Weapon Focus (scythe)
Skills Bluff +25, Intimidate +25, Knowledge (planes, religion) +21, Perception +27, Sense Motive +27, Stealth +22
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
SQ undersized weapons


Confusion (Su)

A creature struck in combat by a temerdaemon’s melee attacks must succeed at a DC 23 Will save or be confused for 1 round. The durations from multiple strikes and failed saving throws stack. This is a mind-affecting effect. The save DC is Charisma-based.

Reaper’s Curse (Su)

Creatures within 30 feet of a temerdaemon are afflicted by a profound increase in self-inflicted and ally-inflicted wounds, failures in magic, and similar accidental damage. Arcane spell failure chances from armor are doubled. A creature that rolls a natural 1 on its attack roll automatically rerolls the attack against itself or an ally (50% chance of either). A creature that rolls a natural 1 on its roll to cast defensively suffers a mishap (see Scroll Mishaps). Skill checks that have consequences if failed by 5 or more (such as Climb, Disable Device, and Swim) have these consequences on all failed checks.


Environment any (Abaddon)
Organization solitary, pair, or trapper gang (3 temerdaemons and 10–16 cacodaemons)
Treasure standard (+1 scythe, other treasure)

Temerdaemons exist to personify accidental death. A knight falls onto her sword; a peasant trips and breaks his neck; a structure fails in ways its builders never foresaw and buries dozens of innocents—and a temerdaemon cackles knowingly in the distance. While true accidents please the fiend, it also delights in engineering incomprehensibly complex plots that lead to the slaughter of as many mortals as possible. A temerdaemon often wades into the aftermath of such catastrophes, carving apart survivors and sowing mass confusion and hysteria.

Temerdaemons only rarely cooperate among themselves, but a trio of them sometimes forms a “trapper gang” to pursue common goals.

A gangly mass consisting of a rotund torso, four arms, and four legs, a temerdaemon is 10 feet long and weighs 1,200 pounds, not counting its often bizarre collection of odd mechanical fetishes and other tinkering equipment.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.

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