Friday, 13 March 2015

Guardian Daemon - CR 11 (Large Fiend)

Nestled away in the 1st Edition AD&D Fiend Folio is a potent monster conjured by some to watch over their treasures or lairs. It is a monster I later farmed for XP in Eye of the Beholder 2: Legend of Darkmoon, suffering more than a few close calls as my characters labored to bring the brutes down. Now it can haunt the vaults and halls of your own games. Enjoy!

Guardian Daemon
Large Fiend (Neutral Evil)
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Armour Class: 16 (Natural Armour)
Hit Points
: 230 (20d10+120)
Speed 40'
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STR 19 (+4) DEX 12 (+1) CON 22 (+6) INT 15 (+2) WIS 17 (+3) CHA 20 (+5)
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Saving Throws: Constitution +10, Intelligence +6, Wisdom +7, Charisma +9
Skills: Investigation +6
Damage Resistances: Slashing, Piercing and Bludgeoning by weapons that are not made form Cold Iron or are Magical; Variable Resistance 3/day
Damage Immunities: Daemonic Warding
Condition Immunities: Frightened, Unconscious, Poisoned, Polymorph, Petrified, Paralysed
Senses: Darkvision 120', Truesight 30' ;Passive Perception: 17
Language: Telepathy 100'
Challenge: 11 (7,200 XP)
 
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Daemonic Warding: Each Daemon is immune to three specific forms of damage. For example, one may be immune to slashing damage, fire and lightning, whilst another may be immune to cold, bludgeoning damage and sneak attacks.

Variable Resistance: 3/day, when the Daemon would take acid, cold, fire, lightning, poison or thunder damage, it gains resistance to that energy type for 1 hour. This applies to the triggering damage as well as all subsequent damage of that type.
 
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ACTIONS

Muliattack: The Daemon makes two claw attacks and a bite attack.

Bite: Melee weapon attack, Reach 5', +8 to hit, one target, Hit: 17 (2d12+4) piercing damage.

Claws: Melee weapon attack, Reach 5', +8 to hit, one target, Hit: 11 (2d6+4) slashing damage, and moves target to a square it can see within 1d4 x 5' of its current position (D.C. 16 Strength or Dexterity check negates this move). Hit Natural 15+: Target must make a D.C. 16 Strength or Dexterity check or also be knocked prone.

Daemonfire (Recharge 5-6; Automatically when Daemon first reaches half total hit points): The Daemon breathes a 30' cone of green, blue and black flame, which inflicts  24 (7d6)  fire, 24 (7d6)  cold and 24 (7d6) force damage (D.C. 18 Dexterity save for half). Failed Save 4+: Target is also stunned until they make a D.C. 18 Constitution save (they may do this at the end of their turns).

No omelette for you!!!

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