Daemon, Suspiridaemon
This tall, three-legged, vulture-headed fiend has a grotesquely
long, suckered tongue and gangly arms that end in claws.
SUSPIRIDAEMON CR 7
XP 3,200
NE Medium outsider (daemon, evil, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +14
Aura thin air (30 ft.)
DEFENSE
AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
hp 85 (9d10+36)
Fort +9, Ref +9, Will +8
DR 10/good or silver; Immune acid, death effects, disease,
poison; Resist cold 10, electricity 10, fire 10, sonic 30;
SR 18
OFFENSE
Speed 30 ft.
Melee 2 claws +14 (1d6+5), tongue +14 (1d6+7/19–20
plus grab)
Space 5 ft.; Reach 5 ft. (10 ft. with tongue)
Special Attacks concussive gasp, constrict (1d6+7),
strangle, suffocate, tongue
Spell-Like Abilities (CL 9th; concentration +12)
At will—death knell (DC 15), ghoul touch
(DC 15), greater teleport (self plus
50 lbs. of objects only), ray of
enfeeblement (DC 14)
3/day—stinking cloud (DC 16),
vampiric touch
1/day—cloudkill (DC 18),
summon (level 4, 1d3
lacridaemons [see
page 71] 35%)
STATISTICS
Str 21, Dex 17, Con 18,
Int 14, Wis 15, Cha 16
Base Atk +9; CMB +14 (+18
grapple); CMD 28 (30 vs. trip)
Feats Combat Reflexes,
Dodge, Great Fortitude,
Improved Critical (tongue),
Improved Initiative
Skills Climb +17, Diplomacy +15,
Intimidate +15, Knowledge
(nature, planes) +14,
Perception +14, Sense
Motive +14, Stealth +15
Languages Abyssal, Draconic,
Infernal (cannot speak);
telepathy 100 ft.
SQ no breath
ECOLOGY
Environment any (Abaddon)
Organization solitary, gang (2–4), or mob (5–9)
Treasure standard
SPECIAL ABILITIES
Concussive Gasp (Su) Once per day as a standard action, a
suspiridaemon can inhale with such sudden f orce as to
evacuate the air in its proximity, causing a sudden wave
of air pressure from the implosion. Every creature within
30 feet must succeed at a DC 18 Fortitude save or take
5d6 points of sonic damage and become sickened for
1d4 rounds. Any creature that succeeds at this save takes
half damage and is not sickened. A suspiridaemon cannot
perform this ability if it is c urrently grappling a creature
with its tongue. The save DC is Constitution-based.
Suffocate (Ex) A creature affected by the daemon’s strangle
ability cannot breathe and must hold its breath. Because
of the daemon’s thin air aura, this can quickly render an
opponent unconscious.
Thin Air (Su) A suspiridaemon’s aura makes the air
within 30 feet of it difficult to breathe. Creatures that
need to breathe can hold their breath only half as
long as normal while within this aura, and suffer
from altitude effects as if on a low peak or in a
high pass (see Altitude Zones on page 430 of the
Pathfinder RPG Core Rulebook).
Tongue (Ex) The tongue
of a suspiridaemon is
a primary attack and
always applies 1-1/2
times its Strength bonus on
damage rolls.
Horrid, vulture-headed fiends whose
very presence makes the air difficult to breathe,
suspiridaemons personify death by suffocation
and strangulation. Their flesh is discolored
and blotched like the stagnant blood under
a suffocated corpse’s skin, they don’t breathe,
and their bodies convulse and twitch like
those of hanging victims. A suspiridaemon
enjoys nothing more than the last choked
gasp of a victim as it wraps its tongue around
the creature’s throat. Thanks to its utterly
silent demeanor, it excels at committing
slow, gruesome murders while hiding in the
shadows. The only time a suspiridaemon makes
a noticeable noise is when it loosens the tissues
around its neck and inhales a booming breath—
the sudden loss of air that results is
enough to make foes fall ill.
A suspiridaemon is 6 feet tall and
weighs 250 pounds.