TEXT: DAEMONS
  AERYN “BLACKDIRGE” RUDEL
  This Monster Product is 4E Compatible
  
  Written and Created by
  Aeryn “Blackdirge” Rudel
  Editing/Proofreading
  John Ball
  Playtesting
  Erik Nowak, Jeremy Nowak, Noah Peery, 
  Samantha Styles, Christopher Vasey, Eric Vasey
  Illustrations
  Hunter McFalls, Erik Nowak
  Graphic Design & Layout
  Erik Nowak
   CRITTER CACHE: DAEMONS 
  Published by Blackdirge Publishing, ©2009
  Reference to other copyrighted material in no way constitutes  
  a challenge to the respective copyright holders of that material.  
  Blackdirge Publishing and the Blackdirge Publishing logo  
  are trademarks of Aeryn Rudel. All rights reserved.
  DAEMONS
  www.Goodman-Games.com
  CONTENTS
  History of the Daemons  Page 2 
  A Primer to the  
      Pit of Tartarus 
  Page 4 
  Daemon 
  Page 6 
  Cacodaemon 
  Page 7 
  Chirodaemon 
  Page 9 
  Cruciodaemon 
  Page 10 
  Cryptodaemon 
  Page 11 
  Ferrodaemon 
  Page 13
  Megalodaemon 
  Page 17 
  Necrodaemon 
  Page 19 
  Pathodaemon 
  Page 21 
  Soul Larva 
  Page 22 
  Terradaemon 
  Page 25 
  Typhon 
  Page 26 
  Tyrranodaemon 
  Page 32 
  Monsters by Level 
  Page 34
  DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYER’S HANDBOOK, PLAYER’S HANDBOOK 2, DUNGEON MASTER’S GUIDE, 
  MONSTER MANUAL, MONSTER MANUAL 2, and ADVENTURER’S VAULT are trademarks of Wizards of the Coast in the USA and other countries and are used with permission. 
  Certain materials, including 4E References in this publication, D&D core rules mechanics, and all D&D characters and their distinctive likenesses, are property of Wizards of the Coast, 
  and are used with permission under the Dungeons & Dragons 4th Edition Game System License. All 4E References are listed in the 4E System Reference Document, available at 
  www.wizards.com/d20. DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy Collins, and James Wyatt; DUNGEON MASTER’S GUIDE, 
  written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt; PLAYER’S HANDBOOK 2, written by Jeremy Crawford, Mike 
  Mearls, and James Wyatt; MONSTER MANUAL 2, written by Rob Heinsoo, and Chris Sims; Adventurer’s Vault, D&D 4E Game System License ©2008, 2009 Wizards of the Coast 
  page 3 of 7 written by Logan Bonner, Eytan Bernstein, and Chris Sims. © 2008, 2009 Wizards of the Coast. All rights reserved.
  
  HISTORY OF  
  THE DAEMONS
  In the ancient war between god and primordial, the lines of 
  battle were clearly drawn, and the hatred one side bore the 
  other stemmed from two utterly different views of creation. 
  The gods sought to make order and sense of the universe, 
  while the primordials ached to unleash the raw stuff of 
  creation, molding the universe with pure elemental chaos. 
  These vastly dissimilar ideologies left little common ground 
  for god and primordial to reach an accord; however, legend 
  holds that one god, the mighty Tartarus, saw some beauty in 
  the roiling maelstrom of elemental chaos, and sought to 
  harness its power for his own use. 
  Tartarus was an ancient deity of darkness and shadow, and 
  as the war between god and primordial raged, he furtively 
  began an alliance with a powerful primordial known as Gaia. 
  Together, Gaia and Tartarus began to mingle the essence of 
  immortal and elemental, attempting to create a new race of 
  servants that would harness the power of both the divine and 
  the raw strength of chaos. Before they could complete this 
  goal, however, they were discovered, and the rage of both god 
  and primordial rained down upon them. 
  In a titanic battle, the gods and the primordials besieged 
  Tartarus and Gaia; the only instance where the two creator 
  races were able set aside their differences and work toward a 
  common goal. Unable to stand against the arrayed might of 
  both of their respective peoples, Tartarus and Gaia were slain, 
  and their bodies, tangled together in death, were thrown into 
  the Astral Sea. The corpses of the two divine beings plowed 
  through the swirling mist of the ether, creating a deep pit that 
  expanded outward in a widening arc of shadow and ﬂame. 
  Eventually, Gaia and Tartarus settled at the bottom of the near 
  inﬁnite pit their falling corpses had created, and their blood 
  mingled and collected in a vast pool of divine ichor. 
  Eons passed, and the gaping pit of shadow and ﬂame in 
  the Astral Sea became known as the Pit of Tartarus, and was 
  shunned by both god and primordial alike. However, 
  something stirred in the vast emptiness of the great pit; the 
  mingled blood of Gaia and Tartarus had produced new life,  
  a creature born of both divine order and elemental chaos –  
  the ﬁrst daemon, Typhon. 
  Typhon was birthed alone in the great emptiness of the  
  Pit of Tartarus, but he did not remain alone for long. The ﬁrst 
  daemon coaxed others like himself from the coagulate pool  
  of his parents’ mingled blood. Hideous and powerful entities 
  pulled themselves from the fecund blood of Tartarus and Gaia, 
  ﬁends with names like Agathyrsus, Argus, Echidna, Ixion, and 
  Stymphalia – the ﬁrst masters of a new race of immortals.
  Though Typhon was no longer alone, he yearned for more 
  than the company of his brothers and sisters, who had slowly 
  moved to the upper rings of Tartarus, shaping the budding 
  plane to their whim and establishing their own dominions. 
  Typhon and his siblings were the masters of an empty 
  kingdom, and they wished to ﬁll it with creatures that would 
  serve them, help them grow powerful, and eventually rival the 
  mighty demons of the Abyss and the great dukes of the Nine 
  Hells. But though the war between gods and primordials had 
  waned in the eons since the fall of Tartarus and Gaia, Typhon 
  dared not expose himself, lest he risk the vengeance of his 
  parents’ slayers.  
  To ﬁll the Pit of Tartarus with creatures of their own 
  creation, Typhon and his siblings turned to the race of mortals 
  who had recently spread across the vastness of the natural 
  world. They snatched a small number of these weak, 
  ephemeral beings from beneath the watchful eyes of the gods, 
  and cast their bodies into the great pool of blood that still 
  lingered from the ancient corpses of Tartarus and Gaia. As 
  Typhon had hoped, the souls within these mortals acted as a 
  catalyst, cleaving to the elemental and divine energies within 
  the blood and twisting the mortal body into a new and more 
  potent form. These new creatures, daemons of a lesser sort 
  than Typhon and his ilk, soon began to ﬁll Tartarus, and 
  Typhon began to gather mortal souls in great quantities to  
  fuel the population of his domain.
  In time, it became too dangerous to simply abduct mortals 
  from the mortal realm, as the risk of discovery by the gods that 
  watched over and received worship from the mortals grew with 
  each abduction. However, Tartarus was no longer empty; 
  thousands upon thousands of lesser daemons now ﬁlled its 
  soaring peaks, steaming jungles, and shadowy valleys, and 
  Typhon was conﬁdent that he held enough power to avoid a 
  direct confrontation with the gods should he expose himself, 
  and on this assumption, he gambled. 
  Only a fool challenges the gods, and Typhon had no desire 
  to do so. Instead, he wished to cement his and the new race  
  of daemons’ place in the eternal cycle, and in order to do this, 
  the great daemon needed powerful allies. So Typhon turned  
  to those who had traveled the same road he wished to travel, 
  beings that had thrown off the shackles of their divine and 
  primordial masters to create their own dominions in the great 
  cosmic wheel. Typhon turned to the Abyss and the Nine Hells. 
  Typhon approached both the demon lords of the Abyss and 
  the dukes of the Nine Hells simultaneously with the same offer. 
  He would provide powerful daemonic soldiers and servants to 
  the Abyss and the Nine Hells; creatures that could ﬁll roles the 
  both demon- and devil-kind lacked, or simply strengthen 
  demonic and diabolical armies. In exchange, Typhon would 
  receive a portion of the souls gathered by the two races of ﬁends, 
  and they would support his bid to earn legitimacy in the eyes of 
  the gods. It was far too tempting an offer for the Abyss and the 
  Critter Cache: Daemons
  2
  
  Nine Hells to refuse, as a war had been steadily growing between 
  the two races of ﬁends, and both hungered for additional bodies 
  to ﬁll their ﬁendish armies. 
  Supported by the Abyss and the Nine Hells, Typhon was 
  able to gather thousands of souls, which he parceled out to his 
  siblings, now known as archodaemons, to earn their continued 
  loyalty. These souls were immediately transformed into more 
  daemons, allowing Typhon and his siblings to strengthen their 
  own domains, and set up further alliances with the Abyss and 
  the Nine Hells. Eventually, this activity did gain the attention 
  of the gods; but it was far too late for them to intervene. 
  Typhon had entrenched the Pit of Tartarus into the cosmic 
  cycle, and even the gods dared not stand against him and the 
  combined might of the Abyss and the Nine Hells. 
  Currently, Typhon claims dominion over the Pit of Tartarus, 
  and for the moment his siblings are content to let him rule. 
  However, the great archodaemon is no fool, and he makes 
  sure that the largest portion of souls gathered from the Abyss 
  and the Nine Hells go to him; further strengthening his 
  hold on Tartarus with a grand daemonic army under his 
  control. In addition, Typhon is no longer completely 
  satisﬁed with buying the souls of mortals from 
  his infernal and demonic allies, and he has 
  made strides on the mortal realm to create 
  cults that worship he and he alone. The 
  souls of these cultists come directly to 
  him, and Typhon has created an elite 
  group of devoted daemons from the 
  souls of these  worshippers. 
  Whether or not Typhon is making a bid to follow in his 
  father’s footsteps and become a god is not known, but his 
  siblings keep a wary eye on the master of Tartarus, and a few 
  have begun to emulate his designs on the mortal realm. Cults 
  devoted to mighty daemons have begun to appear throughout 
  the natural world, and the forces of good, as well as those 
  established powers of wickedness, have been forced to accept 
  the fact that the daemons’ brand of evil is here to stay. 
  Critter Cache: Daemons
  3
  
  A PRIMER  
  TO THE PIT  
  OF TARTARUS 
  The Pit of Tartarus falls away into a series of rings or tiers from 
  the mist of the Astral Sea, descending like an open sore into the 
  ether. It is covered in a thick shroud of gloom that obscures all 
  but the ﬁrst tier, the swampy realm of Elos. This shroud gives 
  the Pit of Tartarus its other name – the Glooms of Tartarus. 
  Each of the ﬁve rings of Tartarus comprises a separate domain 
  ruled by one of the immensely powerful archodaemons, and is 
  in reality a massive ledge, thousands of miles in width and 
  diameter, overlooking the gloomy depths of the pit. 
  Traveling from one ring to another presents some 
  complications for visitors to the Pit of Tartarus, since the 
  edge of each tier plunges many miles to the next. Traversing 
  the rings is best done by navigating one of the ﬁve great 
  rivers of Tartarus, which includes the mighty Acheron that 
  connects them all. The river Acheron ﬂows through and over 
  the four rivers that circumnavigate the ﬁrst four rings  
  of Tartarus, the rivers Lethe, Eridanus, Phlegethon, and 
  Cocytus, before emptying into the great bloody sea that  
  ﬁlls the bottom of the pit. 
  Most visitors to the pit arrive in the gloomy swamps of 
  Elos, the ﬁrst and largest ring of Tartarus. Here the gloom-
  shrouded fens and festering bogs are ﬁlled from the river Lethe 
  as it makes its way sluggishly through the vast ring. Dangers 
  include poison gasses, daemonic breeds of crocodile, various 
  types of monstrous serpents, and the hordes of pathetic larvae 
  and pathodaemons that are so common on this ring. In 
  addition, the waters of Lethe are said to erase the minds of any 
  mortal that bathes in them, reducing such a person to a 
  mindless invalid without thought or memory. The ruler of the 
  Elos is the gigantic, hundred-eyed archodaemon Argus, and he 
  commands a vast army of lesser daemons that are nominally 
  charged with the defense of Tartarus’ doorstep, but in reality 
  are hired out to the highest bidder for the proﬁt of their 
  commander. Argus dwells in a vast, iron castle that sits upon 
  an isle in the middle of the river Lethe.
  Access to Anapyx, the second ring of Tartarus is possible 
  only by those that brave the great river Acheron where it 
  crosses the river Lethe and ﬂows down into the river 
  Eridanus. The second ring is shadowy jungle ﬁlled with 
  carnivorous plants, ﬁendish breeds of dinosaurs, and roving 
  bands of feral cryptodaemons called the Edomai, or eaters. 
  However, the most fearsome denizens of Anapyx are the 
  cruciodaemons, which are more common here than any 
  other ring. The river Eridanus runs throughout Anapyx,  
  and its waters are treacherous, fast moving, and choked  
  with all manner of organic debris. Eridanus is rumored to  
  be tainted with the blood of Typhon himself, and is thought 
  to be a deadly poison to mortals. The master of Anapyx is the 
  insectile Ixion, who roams at will, and may be encountered 
  by the foolhardy and unlucky in any part of the shadowy, 
  hellish jungle that is his domain. 
  Those wishing to depart the jungles of Anapyx and visit 
  the soaring, volcanic peaks of Pyragix have two options.  
  The best and safest option is to ﬂy from Anapyx to Pyragix, 
  braving the hot winds that scream up from the third ring at 
  gale-force velocities. However, for those that lack the power 
  of ﬂight, only the river Acheron remains, forcing travelers  
  to navigate its treacherous waters from Anapyx to where it 
  crosses the boiling river of Phlegethon as it ﬂows through the 
  volcanic valleys of Pyragix. Unfortunately, the terrain along 
  the ﬂoor of Pyragix is a blistering, volcanic hell, deadly to all 
  but the massive legions of ferrodaemons that are spawned 
  there. The remaining inhabitants of Pyragix, including the 
  ruler of the ring, the archodaemon Stymphalia, live among 
  the towering peaks of the volcanic mountains that rise 
  thousands of feet into the air above the furnace-like surface. 
  Chirodaemons are the most common daemon found here, 
  but other evil ﬂying creatures, such as gargoyles, fell wyverns, 
  and harpies are also common. Stymphalia rules her domain 
  from a stony tower that rests above the caldera of the largest 
  volcano in the ring. Only the power of the archodaemon 
  herself keeps the massive volcano from erupting and 
  obliterating the thousands upon thousands of chirodaemon 
  and other winged horrors that ﬂock to her banner. 
  Critter Cache: Daemons
  4
  
  Again, the great river Acheron is the surest means of 
  traveling from Pyragix to the cavernous expanses of 
  Bythomia, the fourth ring of Tartarus. Here the 
  Acheron plunges beneath the surface into the 
  cavernous realm of the brutish archodaemon 
  Agathyrsus and his terradaemon servants. The 
  river Cocytus ﬂows through Bythomia, its dark, 
  silty waters ﬁlled with blind wriggling horrors 
  that provide sport and sustenance for the 
  daemons here...and a violent death to mortals 
  that enter its waters. Agathyrsus and his vassals 
  dwell within a vast labyrinth of winding 
  tunnels that run beneath the entire 
  circumference of Bythomia. Among his 
  other duties, the cyclops-like archodaemon 
  is charged with defending entrance into 
  Erebus, the realm of Typhon and the  
  vast bloody sea that ﬁlls the bottom  
  of Tartarus. 
  From the fourth ring of 
  Bythomia the Acheron plunges in 
  an immense waterfall into the Sea of 
  Thalassaima, the great blood-red 
  sea that ﬁlls the bottom  
  of the Pit of Tartarus. The sea derives its color from the 
  corpses of the god Tartarus and the primordial Gaia, which 
  still linger at the bottom of Thalassaima, their twisted bodies 
  eternally leaking blood charged with the very power of 
  creation itself. A thin tier encircles Thalassaima, serving  
  as the ﬁfth and ﬁnal ring of Tartarus. This last ring is tiny 
  when compared to the other rings, but its inhabitants are 
  some of the most potent beings in the pit. The powerful 
  tyrannodaemons, the most potent of daemon-kind,  
  save the archodaemons, command small ﬁefs of lesser 
  daemons, and serve the master of Erebus in whatever 
  capacity he desires. They are charged with organizing 
  the mercenary efforts of Tartarus, and beings wishing  
  to obtain the services of daemonic mercenaries must 
  treat with the terrible tyrannodaemons. 
  The master of Erebus, the mighty Typhon, dwells on  
  a small island in the center of the Sea of Thalassaima with  
  his consort and sibling Echidna. This island holds only 
  Typhon’s fortress, an impregnable tower of black glass 
  that spirals up into the murky, gray sky of Erebus. The 
  tower exudes a thick caul of shadow that covers the 
  entire region, plunging Erebus into perpetual night. 
  Typhon rarely leaves his tower, although he often 
  sends his monstrous spawn – the children 
  produced from his union with the serpentine 
  Echidna – to do his bidding. 
  Critter Cache: Daemons
  5
  
  DAEMON
  Mercenary and devious, the immortal race of daemons dwells 
  with the Pit of Tartarus, which festers like a cancerous sore in 
  the ether of the Astral Sea. The daemons are ruled by a group  
  of ultra-powerful beings known as archodaemons, which 
  command vast armies of lesser daemons and control one of  
  the ﬁve rings or tiers of Tartarus. The mighty Typhon and  
  his monstrous consort Echidna rule all of demon-kind from  
  the bottom of the Pit of Tartarus, and although the other 
  archodaemons act with relative autonomy, they take pains  
  to avoid offending or riling the greatest daemon. 
  There are many different types or castes of daemons, and 
  most are created by harnessing the soul energy contained 
  within the wriggling, worm-like bodies of soul larvae, the end 
  product of souls gathered by the daemons. The lesser kinds of 
  daemons are created directly from soul larvae, usually within 
  one of the many spawning pits found throughout Tartarus. 
  More powerful daemons, especially the three greater types – 
  cacodaemons, megalodaemons, and tyrannodaemons – are 
  instead promoted from the ranks of lesser daemons; although 
  it still requires the soul energy of hundreds of sacriﬁced soul 
  larvae to invoke such a metamorphosis. 
  Daemons occupy a philosophical middle ground between 
  the other two races of ﬁends – the devils and demons. Although 
  destructive, they are not nearly as chaotic as the demons of  
  the Abyss; and although organized, they are not nearly as 
  regimented as the devils of the Nine Hells. Instead, daemons  
  are mercurial, adaptable, and above all, driven to gain personal 
  power. To gain power, the race of daemons sell their services  
  as mercenaries to any that have what they desire – the souls of 
  mortals. Daemons can be found serving in the highly organized 
  armies of the Nine Hells or directing a screaming horde of lesser 
  demons in the Abyss. Whom they serve is not important, and 
  daemons faithfully serve ﬁend and mortal alike, as long as they 
  are paid the agreed upon price in soul energy. 
  The driving goal of collecting mortal souls is the only way  
  in which the daemonic race can propagate itself. Lesser daemons 
  collect soul energy for their mercenary activities, and then sell 
  these souls to more powerful daemons, who in turn transform 
  the souls into soul larvae, which are then sold to tyrannodaemons 
  or archodaemons to be turned into yet more daemons. This 
  chain of transactions ensures that lesser daemons gain more 
  personal power by gaining the attention of more powerful 
  daemons as able earners of soul energy, while tyrannodaemons 
  and archodaemons create their own personal armies of lesser 
  daemons from the soul larvae they purchase from daemons 
  occupying the middle tier between lesser and greater daemons. 
  However, greater daemons do hire themselves out as elite 
  mercenaries from time to time, gathering huge amounts of soul 
  energy without having to work within the long-established 
  system of transactions described above. 
  Daemons are a fairly young race of ﬁends, and do not have 
  the inroads with mortals that demons and devils do. However, 
  the great archodaemons have begun to look towards the natural 
  world as a more direct method of gathering soul energy than the 
  mercenary bartering they currently use. Some archodaemons, 
  primarily the mighty Typhon himself, have had some success  
  in attracting mortal worshippers and establishing small cults  
  in their names. The souls of these cultists come directly to the 
  archodaemon they worship, and although the amount of soul 
  energy obtained from these cultists is only a small trickle, the 
  potential for a vast ﬂood of mortal souls ﬂowing into the Pit  
  of Tartarus is too great an opportunity to ignore. 
  NEW MONSTER PROPERTY
  Reactive Resistance: When a creature with reactive 
  resistance is hit with an attack that deals acid, cold, ﬁre, 
  lightning, necrotic, psychic, or thunder damage, it gains 
  the speciﬁed amount of resistance to that type of energy 
  and retains it for the rest of the encounter. This ability is 
  considered both an encounter power and an immediate 
  interrupt, and therefore reduces the damage of the 
  triggering attack by the speciﬁed amount. If a creature  
  can use this ability more than once an encounter, it can 
  resist only one type of damage from this ability at any  
  one time. A creature cannot use this ability to resist a 
  damage type to which it has vulnerability. 
  Terradaemon
  Critter Cache: Daemons
  6
  
  CACODAEMON  
  Vile and cunning, the powerful cacodaemons serve the mighty 
  tyrannodaemons and the various archodaemons as advisors, 
  negotiators, and war captains. Cacodaemons are often 
  summoned to the mortal realm to oversee large soul-harvesting 
  operations, and to keep cultists and other mortal allies in line. 
  CACODAEMON LORE
  A character knows the following information with a successful 
  Religion check. 
  DC 25: Cacodaemons are one of three types of greater daemons, 
  the other two being the gargantuan megalodaemons and the 
  mighty tyrannodaemons. Cacodaemons occupy the bottom of this 
  three-level hierarchy, and they constantly strive to earn power and 
  prestige that might vault them into the next level. Cacodaemons 
  often seek power by serving other powerful creatures, such as 
  tyrannodaemons, or better yet, one of the great archodaemons.  
  In Tartarus, cacodaemons tend to congregate in Erebus, the ﬁfth 
  and bottom-most ring of the pit. 
  DC 30: Cacodaemons are masters of a unique daemonic 
  energy known as vitriol. This terrible power combines acid  
  and poison, and cacodaemons can scorch enemies with a 
  variety of blasts and bolts fueled by the tortuous substance.   
  CACODAEMON TACTICS 
  A cacodaemons prefers to blast its enemies from afar with its 
  array of vitriolic powers, typically opening combat with vitriolic 
  burst, and then ﬁnishing off wounded foes with vitriolic bolt. It 
  uses suppressing gaze each round to keep enemies with powerful 
  ranged attacks from using them. When pressed by multiple 
  opponents, a cacodaemon uses breath of Typhon, and attempts  
  to focus the blast on injured foes, hoping to slay them outright 
  and create larval minions under its control. When wounded, a 
  cacodaemon teleports away in a burst of vitriolic energy, burning 
  and poisoning enemies nearby. A cacodaemon abhors melee, 
  and avoids it whenever possible, even when confronted by vastly 
  inferior opponents. If forced into melee, it uses its scimitar, and 
  attempts to keep enemies in the radius of its aura of catastrophe.
  ENCOUNTER GROUPS 
  Cacodaemons often serve in daemonic mercenary units as ﬁeld 
  commanders, and tend to surround themselves with powerful, 
  brutish daemons, such as terradaemons and cruciodaemons. 
  Level 21 Encounter (XP 20,050) 
   
  • 1 cacodaemon (level 21 elite artillery) 
   
  • 3 cruciodaemons (level 18 brute) 
   
  • 6 hydra larvae (level 23 minions)
  Critter Cache: Daemons
  7
  Cacodaemon 
  Level 21 Elite Artillery
  Large immortal humanoid (daemon) 
  XP 6,400
  Initiative +14  
  Senses Perception +19; darkvision,  
   
   
   
  truesight 5
  Aura of Catastrophe aura 3; enemies within the aura that roll 
  a natural 1 or 2 on their attack rolls automatically miss their 
  targets, but roll damage normally for the attack and suffer half 
  the rolled damage. Enemies take only half the rolled damage 
  from these failed attacks, and do not suffer any other effects the 
  attack normally inﬂicts, including ongoing damage.  
  HP 304; Bloodied 152
  AC 35; Fortitude 31, Reflex 35, Will 32
  Resist 15 reactive (2/encounter) 
  Saving Throws +2
  Speed 8
  Action Points 1
  m Scimitar (standard; at-will) ✦ Weapon 
  Reach 2; +24 vs. AC; 1d10+5 damage (crit 3d10+15 damage).
  r Vitriolic Bolt (standard; at-will) ✦ Acid, Poison  
  Ranged 20; +25 vs. Reﬂex; 2d8+8 acid and poison damage.
  R Suppressing Gaze (minor 1/round; at-will) ✦ Gaze 
  Ranged 5; +25 vs. Will; the target can make only basic 
  attacks until the start of the cacodaemon’s next turn.
  a Vitriolic Burst (standard; recharge 6) ✦ Acid, Poison 
  Area burst 2 within 20; +23 vs. Fortitude; 4d6+8 acid and 
  poison damage, and ongoing 10 acid and poison damage 
  (save ends).   
  c Breath of Typhon (standard; encounter) ✦ Acid, Poison, 
  Polymorph 
  Close blast 5; +24 vs. Fortitude; 4d6+5 acid and poison 
  damage. Any creatures with the natural origin killed by this 
  power are transformed into hydra larva under the command 
  of the cacodaemon. 
  Vitriolic Retreat (immediate reaction, when ﬁrst bloodied; 
  encounter) ✦ Acid, Poison, Teleportation 
  The cacodaemon teleports 8 squares. All creature adjacent 
  to the cacodaemon when it teleports suffer 15 acid and 
  poison damage. 
  Alignment Evil  
   
  Languages Common, Supernal
  Skills Arcana +23, Bluff +21, Diplomacy +21, History +23, 
  Religion +23 
  Str 21 (+15)  
  Dex 18 (+14)  
  Wis 18 (+14) 
  Con 20 (+15)  
  Int 26 (+18)  
  Cha 23 (+16)
  Equipment scimitar
  Description This large, humanoid ﬁend has the head of a demonic 
  crocodile, all scales and sharp, yellow teeth. It wears thick black 
  robes and a bright crimson cloak, hiding much of its towering 
  body. A large, curved sword and a short, iron rod are thrust 
  through a red sash at the scaly ﬁend’s waist.
  
  Chirodaemon
  Cacodaemon
  Cruciodaemon
  Critter Cache: Daemons
  8
  
  CHIRODAEMON
  Chirodaemons are massive, winged ﬁends that resemble 
  horriﬁc bat/gargoyle hybrids. They are used as elite aerial 
  troops in daemonic armies, and are infamous for their bizarre 
  and lethal tactics against ground-based enemies – dropping 
  out of the sky right on top of them. 
  CHIRODAEMON TACTICS
  A chirodaemon attacks from the air whenever possible, 
  typically beginning an attack with diving slash, using its razor-
  tipped wings to open up huge, bleeding wounds on a foe as it 
  streaks by. It uses plummeting destruction against targets it has 
  previously wounded with diving slash, hoping to slay injured 
  foes with the crushing weight of its own falling body. A 
  chirodaemon saves wind blast if forced to the ground for any 
  reason, hoping to momentarily disable its foes so that it can 
  take to the air again. 
  CHIRODAEMON LORE
  A character knows the following information with a successful 
  Religion check. 
  DC 20: Chirodaemons are quite common on Pyragix, the third 
  circle of Tartarus, which is dominated by a massive, volcanic 
  mountain range with jagged peaks that soar thousands of feet into 
  the air. It is on these desolate peaks that the chirodaemons make 
  their roosts, vie for status among one another, and practice their 
  terrible, aerial ﬁghting style. Chirodaemons are highly sought after 
  by the devils of the Nine Hells, who have little in the way of aerial 
  support in their diabolical armies. 
  DC 25: Oddly, chirodaemons are immune to the bone-
  splintering carnage that normally accompanies organic bodies 
  falling from great heights. This gives them a distinct advantage 
  in combat, as they can literally fall out of the sky right on top 
  of their enemies. Chirodaemons are so adept at this form of 
  attack, that they can target man-sized creatures with unerring 
  accuracy from heights of hundreds of feet
  ENCOUNTER GROUPS 
  Chirodaemons are elite aerial skirmishers and often support 
  ground troops in both daemonic and diabolical armies. When 
  employed by devils, the winged ﬁends are usually paired with 
  bearded and legion devils. 
  Level 15 Encounter (XP 5,800) 
   
  • 2 chirodaemons (level 14 skirmisher) 
   
  • 3 bearded devil (level 13 soldier) 
   
  • 4 legion devil veterans (level 16 minion)
  Critter Cache: Daemons
  9
  Chirodaemon 
  Level 14 Skirmisher
  Large immortal humanoid (air, daemon) 
  XP 1,000
  Initiative +14  
  Senses Perception +14; darkvision
  HP 138; Bloodied 69
  AC 28; Fortitude 26, Reflex 25, Will 22
  Immune falling damage; Resist 10 reactive (2/encounter) 
  Speed 4, ﬂy 10 (hover); see also diving slash
  m Wing Slash (standard; at-will) 
  Reach 2; +19 vs. AC; 2d8+6 damage. 
  M Diving Slash (standard; at-will) 
  The chirodaemon ﬂies up to 10 squares and makes one 
  wing slash at any point during the movement. If the attack 
  hits, the target takes ongoing 10 damage (save ends). The 
  chirodaemon doesn’t provoke opportunity attacks when 
  moving away from the target of the attack. 
  M Plummeting Doom (standard; recharge 6)  
  While ﬂying, the chirodaemon can move up to twice its 
  speed and enter enemies’ spaces. This movement provokes 
  opportunity attacks, and the chirodaemon must end its 
  movement on the ground in an unoccupied space. When  
  it enters an enemy’s space, the chirodaemon makes a 
  plummeting attack: +17 vs. Reﬂex; 4d8+6 damage, and  
  the target is knocked prone and dazed until the start of the 
  chirodaemon’s next turn. Miss: If the chirodaemon misses all 
  its targets with this attack, it is knocked prone and dazed 
  until the start of its next turn. 
  c Wind Blast (standard; encounter) 
  Close blast 3; +15 vs. Fortitude; 2d8+4 damage, and 
  Medium and smaller targets are pushed 3 squares and 
  knocked prone. 
  Fiendish Agility (immediate interrupt; the chirodaemon is hit with 
  a ranged attack while ﬂying; recharges when ﬁrst bloodied) 
  The chirodaemon rolls a saving throw. If the saving throw is 
  successful, the ranged attack misses. 
  Alignment Evil  
  Languages Supernal
  Str 23 (+13)  
  Dex 21 (+12)  
  Wis 15 (+9) 
  Con 18 (+11)  
  Int 13 (+8)  
  Cha 14 (+9) 
  Description This winged ﬁend resembles a giant, humanoid bat. 
  Huge leathery wings stretch from beneath its spindly arms, each 
  armed with razored spurs of bone along the outside edge. The 
  ﬁend’s head is skeletally gaunt, horned, and equipped with  
  a wide, gaping maw ﬁlled with needle-like teeth. 
  
  CRUCIODAEMON
  Terrifying and massive, the bizarre cruciodaemons are some 
  of the most feared creatures in daemonic mercenary units. 
  They are physical embodiments of pain and suffering, and 
  seek no other purpose from existence than to inﬂict agony  
  on all they encounter. 
  CRUCIODAEMON TACTICS
  A cruciodaemon focuses its attacks on a single opponent. This 
  is typically the nearest target, but these foul daemons have 
  been known to seek out enemies wielding divine healing magic 
  and attack them over all other foes. A cruciodaemon attacks its 
  chosen target with scourging assault, and then once  
  it has its victim in its grasp, presses the unfortunate soul to its 
  sucker-like mouth to administer a withering kiss. It continues 
  to drain the grabbed victim until the victim dies, or the 
  cruciodaemon is bloodied, triggering its excruciating burst 
  power. In the latter situation, it drops its current victim and 
  focuses its attacks on the creature that bloodied it. 
  CRUCIODAEMON LORE
  DC 20: Cruciodaemons are formed from soul larvae that were 
  once exceedingly cruel and emotionless mortals. Necrodaemon 
  soulstalkers, looking for mortal souls that could form the 
  essential building blocks of a cruciodaemon, seek torturers, 
  murderers, and those who take pleasure in inﬂicting pain. 
  Cruciodaemons are not particularly intelligent, and are fairly 
  single-minded engines of destruction; however, their willingness 
  to wade into any combat to revel in the agony of battle makes 
  them perfect shock troops. 
  DC 25: Cruciodaemons are surrounded by an aura of nearly 
  unbearable pain that intensiﬁes the agony caused by even the 
  slightest wound. It is said that these foul creatures actually eat 
  pain, and those that have seen the broken, empty husks left by 
  the daemons’ withering kiss power have no reason to doubt 
  such an assertion. The archodaemon Echidna, also known  
  as the Mother of Monsters, is said to have created the ﬁrst 
  cruciodaemons, and they are fairly common on Anapyx, the 
  jungle-choked second circle of Tartarus.
  ENCOUNTER GROUPS 
  Cruciodaemons are usually found with more intelligent 
  daemons that can direct their actions. Terradaemons and 
  cacodaemons are the most common types of daemon found 
  with cruciodaemons; and such daemons often lead special 
  mercenary units called “scourges,” which feature three or more 
  cruciodaemons and a single terradaemon or cacodaemon 
  commander. Cruciodaemons are also quite popular among 
  demons, and many powerful demons and demon lords have 
  been known to use the hideous daemons as bodyguards and 
  even brutish torturers. 
  Level 21 Encounter (XP 16,225) 
   
  • 1 cacodaemon (level 21 elite artillery) 
   
  • 3 cruciodaemons (level 18 brute) 
   
  • 3 hydra larvae (level 23 minion)
  Level 24 Encounter (XP 32,200) 
   
  • 2 mariliths (level 24 elite skirmisher) 
   
  • 4 cruciodaemons (level 18 brute)
  Critter Cache: Daemons
  10
  Cruciodaemon 
  Level 18 Brute
  Large immortal humanoid (daemon) 
  XP 2,000
  Initiative +13  
  Senses Perception +15; darkvision
  Aura of Agony (Necrotic) aura 3; any enemy within the  
  aura that takes damage from any source must roll an immediate 
  saving throw or be dazed until the start of its next turn. 
  HP 215; Bloodied 107
  AC 30; Fortitude 30, Reflex 26, Will 28
  Resist 15 necrotic, 10 reactive (2/encounter) 
  Speed 8
  m Tentacle Scourge (standard; at-will) ✦ Necrotic 
  Reach 2; +21 vs. AC; 2d8+8 damage, and ongoing 5 
  necrotic damage (save ends). 
  M Scourging Assault (standard; at-will) ✦ Necrotic 
  The cruciodaemon makes two tentacle scourge attacks. If both 
  attacks hit the same target, the target is grabbed (until escape). 
  A cruciodaemon cannot make tentacle scourge attacks while 
  grabbing a creature, but it can use withering kiss.
  M Withering Kiss (standard; at-will) ✦ Healing, Necrotic 
  Grabbed target only; +19 vs. Fortitude; 3d8+7 necrotic 
  damage, the target loses a healing surge, and the 
  cruciodaemon regains hit points equal to the target’s level.   
  c Excruciating Burst (when ﬁrst bloodied) ✦ Psychic 
  Close burst 5; +17 vs. Will; 2d6+6 psychic damage, and 
  the target is stunned (save ends). 
  Alignment Evil  
   
  Languages Supernal
  Str 26 (+17)  
  Dex 19 (+13)  
  Wis 22 (+15) 
  Con 25 (+16)  
  Int 7 (+7)  
  Cha 15 (+11) 
  Description This towering monstrosity is roughly man-shaped, 
  with two squat, trunk-like legs, a wide torso, and two waving 
  appendages, each terminating in a squirming mass of barbed 
  tentacles. The creature’s head, by far its most terrible aspect, is a 
  round, ﬂeshy lump set upon a short neck, featuring four ﬂaps of 
  pink skin closing moistly over a lamprey-like mouth. A ring of 
  small, crimson eyes circle this slimy oriﬁce, each blazing steadily 
  with malicious intellect.
  
  CRYPTODAEMON  
  Cryptodaemons serve their daemonic masters as assassins, 
  spies, and scouts. They are quick, agile, and ruthlessly efﬁcient 
  when assigned to ﬁll any of three roles listed above. The two 
  castes of cryptodaemon are identiﬁed by the weapons the use – 
  skulkers carry daggers, while assassin carry katars – and the 
  color of their chitinous armor – green for skulkers and black 
  for assassins. 
  CRYPTODAEMON LORE
  A character knows the following information with a 
  successful Religion check. 
  DC 15: Cryptodaemons are one of the most common  
  types of daemons, and can be found on every ring of Tartarus; 
  however, they gather in massive cannibalistic bands on Anapyx, 
  where their archodaemon progenitor, Ixion, rules. Crypto- 
  daemon skulkers outnumber the more powerful assassin by  
  a ration of ten to one, and the assassins often lead squads  
  of skulkers when working in daemonic mercenary units. 
  DC 20: Cryptodaemons are swift and agile, and  
  are expert at moving about the battleﬁeld to gain combat 
  advantage over their enemies. All cryptodaemons have a 
  poisonous bite, and assassins can spew poisonous spittle with 
  enough accuracy to blind opponents at ranges up to 30 feet. 
  CRYPTODAEMON SKULKER TACTICS
  A cryptodaemon skulker avoids direct frontal assaults when it 
  can, preferring to attack from ambush. It tries to open combat 
  from hiding, clinging to walls and ceilings, or simply lurking 
  in the shadows. Once combat begins, it picks out a single 
  target and uses dagger barrage to make the most of its surprise 
  attack. Once noticed, the cryptodaemon attempts to maneuver 
  itself into a ﬂanking position with allies to gain combat 
  advantage and make use of opportunistic bite. 
  Critter Cache: Daemons
  11
  Cryptodaemon Skulker 
  Level 7 Lurker
  Medium immortal humanoid (daemon) 
  XP 300
  Initiative +11  
  Senses Perception +10; darkvision
  HP 62; Bloodied 31
  AC 21; Fortitude 17, Reflex 20, Will 16
  Resist 10 poison 
  Speed 8, climb 6 (spider climb)
  m Twin Dagger Strike (standard; at-will) ✦ Weapon 
  +12 vs. AC; 2d4+4 damage, and the cryptodaemon skulker 
  shifts 1 square. 
  M Dagger Barrage (standard; recharge 56) ✦ Weapon 
  The cryptodaemon skulker makes two twin dagger strikes 
  against the same target.
  M Opportunistic Bite (minor 1/round, when ﬂanking an 
  opponent; at-will) ✦ Poison 
  +12 vs. AC; 1d4+4 damage, and the cryptodaemon skulker 
  makes a secondary attack on the same target. Secondary 
  Attack: +10 vs. Fortitude; the target is weakened until the 
  end of the cryptodaemons skulker’s next turn.   
  Combat Advantage 
  A cryptodaemon skulker deals an additional 1d6 damage 
  on melee attacks against any target it has combat 
  advantage against.  
  Alignment Evil  
   
  Languages Supernal
  Skills Stealth +12, Thievery +12
  Str 16 (+6)  
  Dex 19 (+7)  
  Wis 14 (+5) 
  Con 14 (+5)  
  Int 12 (+4)  
  Cha 10 (+3) 
  Equipment 4 daggers
  Description This bizarre creature appears as an insectoid 
  centaur, with a segmented lower body and a semi-humanoid 
  torso, all covered in a layer of horny chitin. The ﬁend has four 
  multi-jointed arms and six spindly legs supporting its beetle-like 
  abdomen. Its head is mantis-like, with huge multifaceted eyes 
  and sharp mandibles. The beast is armed with a quartet of long, 
  serrated daggers, one for each of its four hands. 
  
  CRYPTODAEMON ASSASSIN TACTICS
  A cryptodaemon assassin always attempts to attack from 
  hiding, allowing it to gain combat advantage on its enemies 
  from the outset of combat. Once combat begins, it uses 
  blinding spittle on a likely spellcaster, and then moves in to use 
  tearing barrage on its blinded foe, spending an action point to 
  make a second tearing barrage if it thinks it can slay its target 
  outright. It continually shifts about the battleﬁeld to maintain 
  ﬂanking position on its enemies or to avoid being ﬂanked 
  itself. When seriously wounded, the cryptodaemon assassin 
  leaps away from its attacker to reconsider its options, ﬂeeing  
  if heavily outnumbered or outgunned. 
  ENCOUNTER GROUPS 
  Cryptodaemons are employed in small units as scouts, 
  spies, and assassins. They also support soldier-type daemons, 
  such as ferrodaemons as light skirmishers. When working in 
  mercenary units, cryptodaemons are often paired with ﬁends 
  such as bearded devils, aiding these frontline troops in much 
  the same way they aid ferrodaemons. 
  Level 8 Encounter (XP 1,800) 
   
  • 2 ferrodaemon myrmidons (level 7 soldier) 
   
  • 2 ferrodaemon peltasts (level 7 artillery) 
   
  • 2 cryptodaemon skulkers (level 7 lurker)
  Level 14 Encounter (XP 4,800) 
   
  • 2 cryptodaemon assassins (level 11 elite lurker) 
   
  • 3 bearded devils (level 13 soldier)
  Critter Cache: Daemons
  12
  Cryptodaemon Assassin Level 11 Elite Lurker
  Medium immortal humanoid (daemon) 
  XP 1,200
  Initiative +15  
  Senses Perception +12; darkvision
  HP 176; Bloodied 88; see also bounding escape
  AC 27; Fortitude 23, Reflex 25, Will 20
  Resist 10 poison, 10 reactive (1/encounter) 
  Saving Throws +2
  Speed 10, climb 8 (spider climb)
  Action Points 1
  m Twin Katar Strike (standard; at-will) ✦ Weapon 
  +16 vs. AC; 2d6+6 damage (crit 2d6+18), and the 
  cryptodaemon assassin shifts 1 square.
  M Tearing Barrage (standard; at-will) ✦ Weapon 
  The cryptodaemons makes 2 twin katar strikes. If both attacks 
  hit the same target, the target takes an additional 10 damage. 
  M Opportunistic Bite (minor 1/round, when ﬂanking an 
  opponent; at-will) ✦ Poison 
  +16 vs. AC; 1d4+4 damage, and the cryptodaemons 
  makes a secondary attack on the same target. Secondary 
  Attack: +14 vs. Fortitude; the target is weakened until the 
  end of the cryptodaemons assassin’s next turn.   
  M Blinding Spittle (minor; recharge 56) ✦ Poison 
  Ranged 5; +14 vs. Reﬂex; 1d4+3 damage, and the target is 
  blinded until the end of the cryptodaemon assassin’s next turn.    
  Combat Advantage 
  A cryptodaemons assassin deals an additional 2d6 damage 
  on melee attacks against any target it has combat 
  advantage against.  
  Bounding Escape (immediate reaction; when ﬁrst bloodied) 
  The cryptodaemon assassin shifts 10 squares.
  Alignment Evil  
  Languages Supernal
  Skills Stealth +16, Thievery +16
  Str 18 (+9)  
  Dex 23 (+11)  
  Wis 15 (+7) 
  Con 16 (+8)  
  Int 16 (+8)  
  Cha 12 (+6) 
  Equipment 4 katars
  Description This insectoid horror resembles a cross between a 
  praying mantis and a centaur. Its chitinous armor is matte-black, 
  as are the blades of the katars held in its four hands. It moves with 
  a quick, agile grace that leaves no doubt regarding it skill with 
  blade, stealth, and murder. 
  
  FERRODAEMON
  Ferrodaemons form the rank and ﬁle of daemonic armies,  
  and they are the most common daemons to be sold out as 
  mercenaries by the powerful archodaemons. A ferrodaemon 
  squad can accomplish nearly any military task required, and 
  each ferrodaemon is well-versed in tactics and the brutal hand-
  to-hand combat found on ﬁendish battleﬁelds.
  FERRODAEMON LORE
  A character knows the following information with a successful 
  Religion check. 
  DC 15: Ferrodaemons are the most common type of daemon 
  found in daemonic armies, and are quite skilled in all matters 
  military. There are four castes of ferrodaemon, each ﬁlling an 
  important role in a combat. The myrmidons act as light infantry, 
  supported by the peltasts; while the hoplite phalanxes, supported 
  by the powerful phalangites, present a wall of spears and heavy 
  infantry to the enemy. 
  DC 20: Although it might appear at ﬁrst glance that  
  a ferrodaemon is made entirely of metal, they are actually covered 
  from head to toe in an intricate suit of armor. These suits of armor 
  are fashioned by the daemonic smiths on Pyragix, the ﬁery, 
  volcano-strewed 3rd circle of Tartarus. Once a suit is completed, 
  three to ﬁve soul larvae, depending on the caste of ferrodaemon, 
  are sealed inside the armor. Then, a terrible ritual is cast over the 
  larvae and the armor, causing the wretched creatures to merge  
  into a single lump of sentient ﬂesh that adheres to the iron walls 
  of its new home. The consciousnesses of the individual larvae  
  also merge, creating the wicked mind of the new ferrodaemon.  
  A ferrodaemon can never remove its armor, for the armor acts  
  as an exoskeleton for the boneless, ﬂeshy creature within. 
  Ferrodaemon Myrmidon 
  Level 7 Soldier
  Medium immortal humanoid (daemon) 
  XP 300
  Initiative +7  
  Senses Perception +4; darkvision
  HP 82; Bloodied 41 
  AC 23; Fortitude 19, Reflex 17, Will 16 
  Resist 10 ﬁre, 5 against attacks that target AC
  Speed 7
  m Short Sword (standard; at-will) ✦ Weapon 
  +14 vs. AC; 1d6+4 damage.  
  M Shield Charge (standard; recharge 56) ✦ Weapon 
  The ferrodaemon myrmidon makes a charge attack: +15 
  vs. AC; 1d4+4 damage, the target is knocked prone, and 
  the ferrodaemon myrmidon makes a melee basic attack 
  against the target as a free action.  
  R Blade Bend (minor; encounter) 
  Ranged 10; +12 vs. Fortitude; one target holding a melee 
  weapon makes a melee basic attack against its own AC, 
  dealing normal damage on a hit. 
  M Fiendish Riposte (immediate interrupt, the ferrodaemon is hit 
  with a melee attack; encounter) ✦ Weapon 
  The ferrodaemon suffers no damage from the attack, and 
  makes a melee basic attack on its attacker as a free action. 
  If the attack hits, the ferrodaemon gains a +2 bonus to 
  damage rolls against the target until the end of its next turn.
  Iron Lord 
  A ferrodaemon gains a +2 bonus to attack rolls against 
  targets in metal armor.  
  Alignment Evil 
   
  Languages Supernal
  Skills Intimidate +9
  Str 18 (+7)  
  Dex 14 (+5)  
  Wis 13 (+4) 
  Con 18 (+7)  
  Int 12 (+4)  
  Cha 12 (+3) 
  Equipment plate armor, heavy shield, short sword
  Description This creature resembles a living suit of stylized plate 
  armor, although pulsing gray ﬂesh can be seen in the empty spaces 
  between the armor’s plates. The creature’s head is a conical helm, 
  with a tiny slit from which blazes an unwholesome, crimson ﬁre. 
  It carries a large round shield and short stabbing sword. 
  Critter Cache: Daemons
  13
  
  Ferrodaemon Peltast 
  Level 7 Artillery
  Medium immortal humanoid (daemon) 
  XP 300
  Initiative +7  
  Senses Perception +9; darkvision
  HP 63; Bloodied 31 
  AC 19; Fortitude 17, Reflex 19, Will 16 
  Resist 10 ﬁre, 5 against attacks that target AC
  Speed 7
  m Short Sword (standard; at-will) ✦ Weapon 
  +10 vs. AC; 1d6+3 damage.  
  r Barbed Javelin (standard; recharge 56) ✦ Weapon 
  Ranged 10/20; +14 vs. AC; 1d6+3 damage, and ongoing 
  5 damage (save ends).  
  R Mobile Assault (standard; recharge 456) ✦ Weapon 
  The ferrodaemon makes a barbed javelin attack and shifts 2 
  squares before and after the attack. In addition, it gains a 
  +2 bonus to AC until the end of its next turn. 
  M Wayward Missile (immediate interrupt, the ferrodaemon is 
  hit with a ranged weapon attack; encounter) ✦ Weapon 
  The ferrodaemon suffers no damage from the attack, and the 
  attacker is forced to reroll the attack against one ally within 
  5 squares of the ferrodaemon peltast (ferrodaemon’s 
  choice). If the attack hits the ally, the ally suffers normal 
  damage. 
  Fiendish Aim 
  The ferrodaemon peltast deals an additional 1d6 damage 
  with ranged attacks to targets that are not adjacent to an ally. 
  Iron Lord 
  A ferrodaemon gains a +2 bonus to attack rolls against 
  targets in metal armor.  
  Alignment Evil  
   
  Languages Supernal
  Skills Athletics +11, Acrobatics +12
  Str 16 (+6)  
  Dex 18 (+7)  
  Wis 13 (+4) 
  Con 15 (+5)  
  Int 12 (+4)  
  Cha 12 (+4) 
  Equipment plate armor, light shield, short sword, 10 barbed 
  javelins
  Description This s creature is covered from head to toe in 
  sculpted steel plates, made to resemble a lightly armored, ﬁendish 
  warrior. Its head is a snarling, demonic face crafted from yet more 
  steel, and its weapons consist of a short stabbing sword, and a 
  brace of barbed javelins. Despite its metallic covering, the ﬁend 
  moves with liquid speed. 
  FERRODAEMON MYRMIDON TACTICS 
  A ferrodaemon myrmidon focuses its attacks on enemies 
  wearing heavy, metal armor, stabbing with its iron short sword 
  with brutal precision. It typically begins combat with blade 
  bend, and uses shield charge against the same target while it 
  struggles to maintain control over its weapon. A ferrodaemon 
  reserves ﬁendish riposte for an attack that would bloody it or 
  reduce it to 0 hit points. 
  FERRODAEMON PELTAST TACTICS 
  A ferrodaemon peltast tries to keep its enemies within the ﬁrst 
  range category of its javelins, and tends to target creatures that 
  have moved away from their allies to make use of ﬁendish aim. 
  It uses mobile assault to gain tactical advantage over its foes, 
  and wayward missile to thwart ranged attacks aimed at it.  
  Critter Cache: Daemons
  14
  
  FERRODAEMON HOPLITE TACTICS 
  A ferrodaemon hoplite prefers to ﬁght side by side with  
  its fellows to make the best use of wall of spears. It attacks  
  with lightning-quick thrusts of its heavy barbed spear, and  
  uses piercing riposte when an attack would bloody or slay it.  
  A ferrodaemon hoplite uses blade rebellion when it can  
  catch at least two of its enemies within the burst. 
  Ferrodaemon Hoplite 
  Level 10 Soldier
  Medium immortal humanoid (daemon) 
  XP 500
  Initiative +10  
  Senses Perception +7; darkvision
  HP 107; Bloodied 53 
  AC 26; Fortitude 22, Reflex 19, Will 19 
  Resist 10 ﬁre, 5 against attacks that target AC
  Speed 6
  m Barbed Spear (standard; at-will) ✦ Weapon 
  +17 vs. AC; 1d8+5 damage (crit 2d8+13 damage). 
  M Double Thrust (standard; at-will) ✦ Weapon 
  The ferrodaemon hoplite makes two barbed spear attacks.  
  If both attacks hit the same target, the target takes ongoing 
  5 damage (save ends). 
  M Piercing Riposte (immediate interrupt, the ferrodaemon  
  is hit with a melee attack; encounter) ✦ Weapon 
  The ferrodaemon hoplite suffers no damage from the attack, 
  and makes a melee basic attack against its attacker. If the 
  attack hits, the target suffers an additional ongoing 5 
  damage (save ends), and the ferrodaemon commander 
  gains a +2 bonus to damage rolls against the target until  
  the end of its next turn.
  c Blade Rebellion (standard; encounter) 
  Close burst 5; +13 vs. Fortitude; targets enemies; each 
  target holding a melee weapon makes a melee basic attack 
  against its own AC, dealing normal damage on a hit.
  Iron Lord 
  A ferrodaemon gains a +2 bonus to attack rolls against 
  targets in metal armor.  
  Wall of Spears 
  All squares within reach of the ferrodaemon hoplite are 
  considered difﬁcult terrain for its enemies. 
  Alignment Evil  
  Languages Supernal
  Skills Intimidate +13
  Str 20 (+10)  
  Dex 16 (+8)  
  Wis 14 (+7) 
  Con 19 (+9)  
  Int 15 (+7)  
  Cha 17 (+8) 
  Equipment plate armor, heavy shield, barbed spear
  Description This metal-skinned ﬁend resembles a classic warrior with 
  a large round shield and a heavy, steel-tipped spear. Its body seems to be 
  a single piece of animated steel, but closer examination reveals dozens  
  of separate pieces, riveted together to form a crude, armor-like skin. 
  Critter Cache: Daemons
  15
  
  Ferrodaemon Phalangite Level 14 Elite Soldier
  Medium immortal humanoid (daemon) 
  XP 2,000
  Initiative +13  
  Senses Perception +10; darkvision
  HP 282; Bloodied 141 
  AC 32; Fortitude 28, Reflex 23, Will 26 
  Resist 10 ﬁre, 10 reactive (1/encounter), 10 against attacks 
  that target AC
  Saving Throws +2
  Speed 6
  Action Points 1
  m Vitriolic Longspear (standard; at-will) ✦ Acid, Poison, 
  Weapon 
  Reach 2; +20 vs. AC; 1d10+6 damage, and ongoing 5 
  acid and poison damage (save ends). 
  M Vitriolic Assault (standard; at-will) ✦ Acid, Poison, Weapon 
  The ferrodaemon phalangite makes two vitriolic longspear 
  attacks against the same target. If both attacks hit, all enemies 
  adjacent to the target suffer 10 acid and poison damage. 
  M Spiked Defense (immediate reaction, when the ferrodaemon 
  is missed with a melee attack with a reach of 1; at-will)  
  +18 vs. Reﬂex; 1d6+4 damage.
  M Staggering Riposte (immediate interrupt, the ferrodaemon 
  phalangite is hit with a melee attack; recharges when ﬁrst 
  bloodied) ✦ Acid, Poison, Weapon 
  The ferrodaemon phalangite suffers no damage from the 
  attack, and makes a melee basic attack on its attacker as  
  a free action. If the attack hits, the target is knocked prone, 
  and the ferrodaemon champion gains a +2 bonus to 
  damage rolls against the target until the end of its next turn.
  a Storm of Swords (standard; encounter) 
  Area burst 3 within 10; +16 vs. Fortitude; each target 
  holding a melee weapons makes a melee basic attack with 
  a +2 bonus to the roll against its own AC, dealing normal 
  damage on a hit.
  Iron Lord 
  A ferrodaemon gains a +2 bonus to attack rolls against 
  targets in metal armor.  
  Wall of Spears 
  All squares within reach of the ferrodaemon phalangite are 
  considered difﬁcult terrain for its enemies.
  Alignment Evil  
  Languages Supernal
  Skills Intimidate +17
  Str 23 (+13)  
  Dex 19 (+11)  
  Wis 16 (+10) 
  Con 21 (+12)  
  Int 17 (+10)  
  Cha 20 (+12) 
  Equipment spiked plate armor, longspear
  Description This tall, iron-skinned brute carries a ten-foot 
  spear tipped with a barbed iron head. The spear tip drips a 
  foul greenish substance that spits and hisses when a drop strikes 
  the ground. The creature is not truly made of metal; on closer 
  inspection, it is clear that the ﬁend is covered in stylized armor 
  that leaves one wondering what manner of monstrosity lurks 
  beneath all that iron.
  FERRODAEMON PHALANGITE TACTICS
  A ferrodaemon phalangite typically leads ferrodaemon 
  hoplites into battle, arranging itself and its allies in a tight 
  phalanx so that wall of spears creates a wide swath of difﬁcult 
  terrain. It typically begins combat with storm of swords, 
  targeting a clumped group of enemies in order to create chaos 
  and discord in their ranks. When in melee, it uses vitriolic 
  assault to burn and poison numerous targets, while relying  
  on spiked defense and the reach of its spear to keep enemies  
  at bay. It uses staggering riposte early on in the ﬁght to gain 
  tactical advantage, and again when ﬁrst bloodied. The 
  ferrodaemon phalangite typically reserves its action point to 
  make a second vitriolic assault against a powerful foe it has 
  wounded earlier in the combat. 
  ENCOUNTER GROUPS 
  Ferrodaemons are deployed in small squads or massive 
  armies depending on the needs of their demonic or diabolical 
  clients. Often a powerful daemon such as a cacodaemon leads 
  ferrodaemons into battle, supporting them with daemonic 
  magic. In addition, smaller groups of ferrodaemons serve as 
  bodyguards and elite warriors in personal armies for powerful 
  and inﬂuential daemons. 
  Level 8 Encounter (XP 1,878) 
   
  • 3 ferrodaemon myrmidons (level 7 soldier) 
   
  • 2 ferrodaemon peltasts (level 7 artillery) 
   
  • 6 common larvae (level 6 minion) 
  Level 14 Encounter (XP 4,900) 
   
  • 1 ferrodaemon phalangite (level 14 elite soldier) 
   
  • 4 ferrodaemon hoplites (level 10 soldier) 
   
  • 6 howling larvae (level 11 minion)
  Level 18 Encounter (XP 10,400) 
   
  • 2 terradaemons (level 15 controller) 
   
  • 2 ferrodaemon phalangites (level 14 elite soldier) 
   
  • 8 ferrodaemon hoplites (level 10 soldier)
  Critter Cache: Daemons
  16
  
  MEGALODAEMON  
  Impossibly huge, megalodaemons are some of the most feared 
  daemons in Tartarus, and only the mighty tyrannodaemons 
  and the archodaemons themselves can command their loyalty. 
  Nearly unstoppable in combat, megalodaemons can lay waste 
  to entire armies of lesser ﬁends, or bring down entire cities 
  with a few well-placed blows of their massive ﬂails. 
  MEGALODAEMON TACTICS 
  A megalodaemon begins combat by charging groups of  
  smaller opponents, using thunderous tread to knock them  
  to the ground. It then targets a likely spellcaster with its  
  ﬂail, drags the unfortunate victim close, and uses crushing 
  destruction to keep it in place and out of the combat. A 
  megalodaemon uses threatening reach and its ability to slide 
  foes into advantageous positions for its allies to dictate the 
  battle according to its terms. It relies on its massive size and 
  powerful resistances to keep it from harm. 
  MEGALODAEMON LORE
  A character knows the following information with a successful 
  Religion check.
  DC 25: Megalodaemons are one of the three types of greater 
  daemons. Their power is eclipsed only by the tyrannodaemons 
  and the great archodaemons that rule the ﬁve circles of Tartarus. 
  Although massive and physically powerful, megalodaemons are 
  not unthinking brutes, and often rule small ﬁefs of daemons  
  on the ring of Elos. In addition, megalodaemons often hire 
  themselves out to other types of ﬁends, such as devils and 
  demons, as mobile siege engines for ﬁendish armies and elite 
  guardians for demon lords and archdevils. 
  DC 30: Megalodaemons, like all greater daemons, are not 
  created directly from soul larvae. They are instead promoted 
  from the ranks of lesser demons that have served Tartarus,  
  and especially Typhon himself in some grand capacity. 
  ENCOUNTER GROUPS 
  In daemonic armies, megalodaemons are paired with smaller, 
  fast-moving troops that can provide skirmishing and missile 
  support. Demons often hire individual megalodaemons as  
  elite bodyguards, while devils tend to pair one or more of the 
  massive daemons with a pit ﬁend to create an elite squad of 
  shock troops. 
  Level 24 Encounter (XP 30,000) 
   
  • 1 megalodaemon (level 24 elite brute) 
   
  • 2 cacodaemons (level 21 elite artillery) 
   
  • 4 hydra larvae (level 23 minions)
  Level 26 Encounter (XP 48,600) 
   
  • 1 pit ﬁend (level 26 elite soldier) 
   
  • 2 megalodaemons (level 24 elite brute) 
   
  • 8 legion devil legionnaires (level 21 minions)
  Megalodaemon 
  Level 24 Elite Brute
  Gargantuan immortal humanoid (daemon) XP 12,100
  Initiative +14  
  Senses Perception +22; all-around   
   
   
  vision, darkvision, truesight 10
  HP 558; Bloodied 279
  AC 38; Fortitude 42, Reflex 33, Will 36
  Resist 15 reactive (2/encounter); Vulnerable 10 radiant 
  Saving Throws +2
  Speed 8
  Action Points 1
  m Chain Flail (standard; at-will) ✦ Weapon 
  Reach 4; +27 vs. AC; 4d6+11 damage, the megalodaemon 
  slides the target 4 squares, and the target is knocked prone.  
  M Crushing Destruction (minor 1/round; at-will) 
  Adjacent prone Large or smaller creature only; +25 vs. 
  Fortitude; 4d6+11 damage, and the target takes ongoing 
  10 damage and is restrained (save ends both). If the 
  megalodaemon moves from its squares, the target is no 
  longer restrained and stops taking ongoing damage. 
  A megalodaemon can restrain only one enemy at a time. 
  M Thunderous Tread (when the megalodaemon ends its move 
  adjacent to a Large or smaller creature, at-will)  
  +23 vs. Reﬂex, the target is knocked prone.
  Threatening Reach 
  The megalodaemon can make opportunity attacks against 
  all creatures within its reach (5 squares).
  Impregnable Colossus  
  A megalodaemon has resist 10 against attacks with the 
  weapon keyword originating from creatures that are size 
  Large or smaller. 
  Alignment Evil  
   
  Languages Supernal, telepathy 10
  Str 32 (+23)  
  Dex 14 (+14)  
  Wis 20 (+17) 
  Con 29 (+21)  
  Int 16 (+15)  
  Cha 14 (+14) 
  Description This humanoid colossus towers a staggering 40 
  feet tall, and carries a giant length of barbed chain nearly twice 
  that length. Its ungainly body is ebony skinned and covered with 
  dozens upon dozens of staring, lidless eyes. Oddly, there are no 
  eyes in the gargantuan ﬁend’s head, just a slavering, toothed 
  maw bisecting its skull vertically. The ground shakes as the giant 
  daemon approaches, scattering lesser daemons in its wake. 
  Critter Cache: Daemons
  17
  
  Critter Cache: Daemons
  18
  
  NECRODAEMON
  Necrodaemons are horriﬁc undead daemons that gather souls 
  for the terrible archodaemons and act as elite skirmishers in 
  daemonic armies. The necrodaemon soulstalkers are one of the 
  few types of daemons that can enter the mortal realm without 
  being summoned there by a mortal spellcaster. 
  NECRODAEMON LORE
  A character knows the following information with a successful 
  Religion check. 
  DC 20: Necrodaemons are created with soul larvae that have 
  been infused with necrotic energy. These undead larvae are then 
  submerged in the Sea of Thalassaima, where the divine and 
  elemental energies ﬂowing in the bloody sea act as a catalyst, 
  causing the larvae to undergo a swift transformation into a 
  ﬂedgling necrodaemon. Blind, eerie, and fueled by death, the 
  faceless horror that emerges from the Sea of Thalassaima is  
  one of the more potent daemons in the Pit of Tartarus. Not 
  surprisingly, necrodaemons are very common on Erebus, the 
  ﬁfth ring of Tartarus and the location of the Sea of Thalassaima. 
  DC 25: Necrodaemons that please their masters may be 
  rewarded with an infusion of soul energy that transforms them 
  into necrodaemon soulstalkers. Soulstalkers are gifted spies and 
  assassins, but their primary role is gathering souls for their 
  tyrannodaemon and archodaemon masters. Necrodaemon 
  soulstalkers can enter the mortal realm by passing through the 
  Shadow Realm, thereby alleviating the need to be summoned 
  into the natural world. They are the only daemons that can 
  freely enter the mortal realm, and do so often to snatch mortal 
  souls to be turned into soul larvae back in Tartarus. 
  NECRODAEMON TACTICS 
  A necrodaemon attacks with its necrotic-charged scythe, 
  inﬂicting deep rotting wounds on its foes. It begins combat 
  with necrotic whirlwind to inﬂict ongoing necrotic damage on 
  as many enemies as possible so that it can capitalize on follow-
  up attack with lingering touch of death. A necrodaemon saves 
  reaping strike to use when it becomes bloodied or it thinks it 
  can slay an enemy outright. 
  Necrodaemon 
  Level 13 Skirmisher
  Medium immortal humanoid  
  XP 800 
  (blind, daemon, undead)
  Initiative +12  
  Senses Perception +14; blindsight 20
  HP 129; Bloodied 78
  AC 27; Fortitude 25, Reflex 24, Will 23
  Immune gaze; Resist 10 necrotic, 10 reactive (1/encounter); 
  Vulnerable 10 radiant 
  Speed 6, ﬂy 6 (hover)
  m Scythe (standard; at-will) ✦ Necrotic, Weapon 
  +18 vs. AC; 2d4+5 damage, the target is marked until the 
  end of the necrodaemon’s next turn and takes ongoing 5 
  necrotic damage (save ends). 
  M Reaping Strike (standard; recharge 56) ✦ Healing, 
  Necrotic, Weapon 
  Marked target only; require scythe; +18 vs. AC; 4d4+5 
  necrotic damage, the target loses 1 healing surge, and the 
  necrodaemon regains 15 hit points. 
  c Necrotic Whirlwind (standard; encounter) ✦ Necrotic, 
  Weapon 
  Requires scythe; close burst 1; +16 vs. AC; 2d4+5 damage, 
  and ongoing 5 necrotic damage (save ends). The 
  necrodaemon then shifts 1 squares and makes a second 
  burst attack; close burst 1; +16 vs. AC; 2d4+5 damage, 
  and ongoing 5 necrotic damage (save ends).
  Lingering Touch of Death ✦ Necrotic 
  A necrodaemon deals an additional 1d6 points of necrotic 
  damage to any target suffering ongoing necrotic damage. 
  Alignment Evil  
   
  Languages Abyssal, Supernal,  
   
   
   
  Telepathy 10
  Skills Religion +14, Stealth +15
  Str 20 (+11)  
  Dex 18 (+10)  
  Wis 16 (+9) 
  Con 17 (+9)  
  Int 16 (+9)  
  Cha 14 (+8) 
  Description This horriﬁc humanoid creature is dressed in tatters 
  and strips of black leather that trail behind it like a nest of snakes 
  as it ﬂoats through the air. Its ﬂesh is bone white, and its head is 
  nothing more than a blank oval, devoid of any features except a 
  spidery, black rune where its face should be. The apparition grips 
  a scythe with a blade of sharpened bone. 
  Critter Cache: Daemons
  19
  
  Necrodaemon Soulstalker Level 18 Elite Lurker
  Medium immortal humanoid 
  XP 4,000 
  (blind, daemon, undead)
  Initiative +20  
  Senses Perception +18; blindsight 20
  HP 266; Bloodied 133
  AC 34; Fortitude 30, Reflex 33, Will 29
  Immune gaze; Resist 15 necrotic, 10 reactive (2/encounter);  
  Vulnerable 10 radiant 
  Saving Throws +2
  Speed 8, ﬂy 8 (hover)
  Action Points 1
  m Sickle (standard; at-will) ✦ Necrotic, Weapon 
  +23 vs. AC; 1d6+7 damage, ongoing 5 necrotic damage 
  and the target is marked (save ends both).  
  M Necrotic Evisceration (standard; at-will) ✦ Necrotic, Weapon 
  The necrodaemon soulstalker makes two sickle attacks. If 
  both attacks hit the same target, the target loses 1 healing 
  surge and takes ongoing 10 necrotic damage (save ends). 
  M Soul Thief (standard; recharge 6) ✦ Healing, Necrotic, 
  Weapon 
  Requires sickle; marked target only; +23 vs. AC; 4d6 + 7 
  necrotic damage, and the target can make only basic attacks 
  (save ends). If this attack reduces the target to 0 hit points, the 
  targets is slain and the necrodaemon soulstalker regains 66 hit 
  points and soul thief recharges. Creatures slain by this attack 
  are difﬁcult to return to life with the Raise Dead ritual, requiring 
  an extra 500 gp of residuum per level of the character raised.
  Lingering Touch of Death ✦ Necrotic 
  A necrodaemon deals an additional 2d6 points of necrotic 
  damage to any target suffering ongoing necrotic damage. 
  Soulstalker (move; at-will) ✦ Teleportation 
  The necrodaemon soulstalker can teleport adjacent to any 
  marked target within range of its blindsight. 
  Shelter of Shadows (immediate reaction, when the 
  necrodaemon soulstalker is ﬁrst bloodied; encounter) 
  The necrodaemon soulstalker gains total concealment 
  against all enemies until the end of its next turn.
  Alignment Evil  
   
  Languages Abyssal, Common,  
   
   
   
  Supernal, Telepathy 10
  Skills Religion +19, Stealth +21
  Str 21 (+14)  
  Dex 24 (+16)  
  Wis 18 (+13) 
  Con 19 (+13)  
  Int 20 (+14)  
  Cha 20 (+14) 
  Description This tall, emaciated creature wears a cloak of 
  tattered black leather, and hovers above the ground, ﬂoating 
  silently. Its face is a blank oval devoid of a features save a twisting 
  red rune where its face should be. The ﬁend holds a pair of sickles, 
  their blades glowing with a greasy black radiance. 
  NECRODAEMON SOULSTALKER TACTICS 
  A necrodaemon soulstalker begins combat by choosing a 
  single opponent and marking that opponent with its sickle. 
  Then, on the following round, it attacks the same target with 
  necrotic evisceration. If necrotic evisceration bloodies the target, 
  the necrodaemon soulstalker spends an action point and uses 
  soul thief on the target, hoping to slay the target outright and 
  steal away its soul. It uses soulstalker to prevent a marked target 
  from escaping, or to put itself in a better tactical position. 
  When bloodied, a necrodaemon soulstalker draws upon the 
  energies of the Shadow Realm to cloak itself in darkness, 
  making it all but invisible for a short while. 
  ENCOUNTER GROUPS
  Necrodaemons have an afﬁnity with undead, and are often 
  encountered with them. This is especially true for necrodaemon 
  soulstalkers working their evil in the mortal realm. In Tartarus, 
  necrodaemons often support daemonic armies and mercenary 
  units as elite skirmishers and scouts. 
  Level 15 Encounter (XP 6,000) 
   
  • 1 ferrodaemon phalangite (level 14 elite soldier) 
   
  • 2 necrodaemons (level 13 skirmisher) 
   
  • 3 ferrodaemon hoplites (level 10 soldier) 
   
  • 6 howling larvae (level 11 minion)
  Level 18 Encounter (XP 10,000) 
   
  • 1 necrodaemon soulstalker (level 18 elite lurker) 
   
  • 2 slaughter wights (level 18 brute) 
   
  • 4 abyssal ghoul hungerers (level 18 minion)
  Critter Cache: Daemons
  20
  
  PATHODAEMON 
  Lowly and wretched, the pathodaemon is the weakest of 
  daemon-kind. Used strictly as cannon fodder in daemonic 
  armies, pathodaemons are created and sold by the thousands 
  to devilish and demonic buyers to act as a buffer between 
  frontline troops and enemy forces. 
  PATHODAEMON TACTICS
  A pathodaemon targets foes with its hopeless gaze, and then 
  wriggles forward to savage the dazed foe with its claws. A 
  pathodaemons is intelligent enough to use simple tactics, and 
  it attempts to keep enemies within the radius of its aura of woe 
  to make them easier to hit in combat.
  PATHODAEMON LORE
  A character knows the following information with a successful 
  Religion check.
  DC 15: Pathodaemons can be found on nearly every ring of 
  Tartarus, but they are most common on Elos, where they 
  wriggle through the fetid bogs and fens of the ﬁrst circle in 
  great squirming hordes. Pathodaemons are the only type of 
  daemon that can be created from a single, common soul larva. 
  The small amounts of soul-energy used in their creation makes 
  pathodaemons exceedingly weak, although they can still be 
  dangerous in large numbers. A pathodaemon that distinguishes 
  itself somehow from the thousands upon thousands of its 
  brethren might be noticed by more powerful daemons and 
  promoted to the next tier of daemonic life. However, such 
  individuals are exceedingly rare.
  DC 20: Pathodaemons are fully aware of their terrible, 
  wretched state, and are surrounded by a palpable aura of despair 
  and hopelessness that can be debilitating to other creatures. 
  Enemies meeting a pathodaemon’s gaze get a glimpse into its 
  diseased mind, a shocking and potentially lethal situation. 
  ENCOUNTER GROUPS
  Pathodaemons are typically encountered in large groups; and 
  great hordes of the wretched things are sent ahead of daemonic 
  armies to soften up the enemy. They are occasionally found 
  assisting other minor daemons, such as cryptodaemons, but 
  only in the most menial and debasing fashion. Human cultists 
  that worship an archodaemon might receive a pathodaemon or 
  two as a gift from their daemonic master. 
  Level 4 Encounter (XP 825) 
   
  • 1 human mage (level 4 artillery) 
   
  • 2 human berserkers (level 4 brute) 
   
  • 2 pathodaemons (level 3 controller)
  Level 5 Encounter (XP 1,050) 
   
  • 1 cryptodaemon (level 7 lurker) 
   
  • 5 pathodaemons (level 3 controller)
  Pathodaemon 
  Level 3 Controller
  Small immortal humanoid (daemon) 
  XP 150
  Initiative +4  
  Senses Perception +6; darkvision
  Aura of Woe (Psychic) aura 1; enemies within the aura suffer 
  a –2 penalty attack rolls and all defenses. 
  HP 46; Bloodied 23
  AC 17; Fortitude 14, Reflex 16, Will 15 
  Speed 4
  m Claws (standard; at-will) 
  +8 vs. AC; 1d6+1 damage, or 1d6+5 against a dazed foe. 
  R Hopeless Gaze (standard; recharge 56) ✦ Gaze, Psychic 
  Ranged 10; +6 vs. Will; 2d6+2 psychic damage, and the 
  target is dazed (save ends). 
  Poison Mind (immediate reaction, when targeted with an effect 
  that targets Will defense; at-will) ✦ Psychic 
  A creature that targets a pathodaemon with an attack that 
  targets Will defense suffers 1d6 psychic damage, whether 
  or not that attack hits or misses. 
  Alignment Evil  
   
  Languages Supernal
  Str 12 (+2)  
  Dex 16 (+4)  
  Wis 11 (+1) 
  Con 14 (+3)  
  Int 8 (+0)  
  Cha 15 (+3) 
  Description This wretched creature resembles a misshapen 
  humanoid with thin, gangly arms and the lower body of a great, 
  pallid worm. Its face features two black, lidless eyes and a wide 
  mouth that hangs open, emitting a low, keening moan. The moan 
  intensiﬁes as you draw near, and the creature drags itself toward 
  you, clawing at the earth with its withered limbs.
  Critter Cache: Daemons
  21
  
  SOUL LARVA 
  Soul larvae are the distilled essences of mortal souls, bound  
  in wretched, wormlike shells and used for currency among 
  ﬁendish creatures such as demons, devils, and daemons. 
  Fiends use the larvae to power rituals, to serve as the basic 
  building blocks of ﬁendish life, or simply as a tasty snack. 
  The daemons of Tartarus are the only creatures that know 
  how to turn a mortal soul into a larva; and they guard this 
  knowledge viciously.
  Common Larva 
  Level 6 Minion
  Small immortal magical beast 
  XP 44
  Initiative +1  
  Senses Perception +3; darkvision
  HP 1; a missed attack never damages a minion.
  AC 16; Fortitude 16, Reflex 13, Will 14
  Speed 4
  m Bite (standard; at-will) 
  +9 vs. AC; 4 damage. 
  c Tortuous End (when the common larva is reduced to 0 hit 
  points) ✦ Psychic 
  Close burst 1; targets creatures with an origin other than 
  immortal or elemental; +5 vs. Will; the target is dazed  
  (save ends).
  Alignment Evil  
   
  Languages Supernal
  Str 14 (+5)  
  Dex 6 (+1)  
  Wis 10 (+3) 
  Con 14 (+5)  
  Int 4 (+0)  
  Cha 4 (+0) 
  Description This small, worm-like creature appears a tubular, 
  ﬂeshy sack topped with a twisted humanoid head that is both 
  sexless and feral. Its thin, greasy skin is nearly transparent, 
  oﬀering onlookers a nauseating glimpse at the inner workings  
  of the pathetic little beast.
  Howling Larva 
  Level 11 Minion
  Medium immortal magical beast 
  XP 150
  Initiative +3  
  Senses Perception +5; darkvision
  Cacophonous Yowl (Psychic) aura 3; enemies within the aura 
  take a –2 penalty to attack rolls.
  HP 1; a missed attack never damages a minion.
  AC 21; Fortitude 20, Reflex 16, Will 17
  Speed 6
  m Bite (standard; at-will) 
  +14 vs. AC; 6 damage. 
  c Tortuous End (when the howling larva is reduced to 0 hit 
  points) ✦ Psychic 
  Close burst 3; targets creatures with an origin other than 
  immortal or elemental; +10 vs. Will; the target is dazed 
  (save ends).
  Alignment Evil  
   
  Languages Supernal
  Str 16 (+8)  
  Dex 6 (+3)  
  Wis 10 (+5) 
  Con 16 (+8)  
  Int 4 (+2)  
  Cha 4 (+2) 
  Description This ﬂeshy serpentine creature is limbless and 
  covered in a thin membrane of slimy gray skin. Its head is vaguely 
  human-like, although its eyes are swollen and yellow and its mouth 
  is a lipless cavern that dominates its hateful face. The thing howls 
  and screams unceasingly, ﬁlling the area with a terrible, mind-
  wrenching cacophony.
  COMMON LARVA  
  TACTICS
  Common larvae are pathetic and 
  weak, and are not much of a threat, 
  even in fairly large numbers. They 
  attack by mobbing a foe and biting 
  with their fanged jaws. However, 
  their most dangerous ability is the 
  terrible, soul-searing anguish they 
  release upon death; the last 
  desperate cry of a tormented soul 
  before it fades into oblivion. 
  HOWLING LARVA TACTICS
  Howling larvae attack by biting with their fanged jaws. The 
  constant yowling and screeching that howling larvae produce 
  is only a minor irritation to daemons and other ﬁends, but  
  it serves as a debilitating, psychic assault on other creatures. 
  Daemons often utilize howling larvae as a type of organic trap 
  and alarm system, setting them strategically around their lairs 
  to alert them of intruders. 
  Critter Cache: Daemons
  22
  
  Larval Behemoth 
  Level 17 Minion
  Large immortal magical beast 
  XP 400
  Initiative +7  
  Senses Perception +9; darkvision
  HP 1; a missed attack never damages a minion.
  AC 27; Fortitude 25, Reflex 20, Will 20
  Speed 6
  m Bite (standard; at-will) 
  +20 vs. AC; 7 damage.  
  c Tortuous End (when the larval behemoth is reduced to 0 hit 
  points) ✦ Psychic 
  Close burst 5; targets creatures with an origin other than 
  immortal or elemental; +16 vs. Will; the target is dazed and 
  suffers a –2 penalty to attack rolls (save ends both).
  Alignment Evil  
   
  Languages Supernal
  Str 22 (+14)  
  Dex 8 (+7)  
  Wis 13 (+9) 
  Con 18 (+12)  
  Int 6 (+6)  
  Cha 4 (+5)
  Description This immense, bloated worm has a misshapen, 
  humanoid head with a wretched, leering human face.
  Hydra Larva 
  Level 23 Minion
  Large immortal magical beast 
  XP 1,275
  Initiative +10  
  Senses Perception +12; darkvision
  HP 1; a missed attack never damages a minion.
  AC 33; Fortitude 27, Reflex 22, Will 24
  Speed 6
  m Bite (standard; at-will) 
  Reach 2; +26 vs. AC; 9 damage. 
  M Hydra Bite (standard; at-will) 
  The hydra larva makes up to 4 bite attacks. It cannot make 
  more than 2 bite attacks on a single target. 
  c Tortuous End (when the howling larva is reduced to 0 hit 
  points) ✦ Psychic 
  Close burst 5; targets creatures with an origin other than 
  immortal or elemental; +22 vs. Will; the target is dazed and 
  suffers a –2 penalty to attack rolls (save ends both).
  Alignment Evil 
   
  Languages Supernal
  Str 26 (+19)  
  Dex 8 (+10)  
  Wis 13 (+12) 
  Con 20 (+16)  
  Int 6 (+9)  
  Cha 4 (+7)
  Description This bulbous, worm-like creature has a short ﬂabby 
  trunk from which project four long necks, each ending in a small 
  head with a snarling, human-like face.
  LARVAL BEHEMOTH TACTICS
  Larval behemoths, like other larvae, can only attack with  
  their fanged jaws; however, daemons rarely rely on the larval 
  behemoths physical attacks to damage enemies. Typically, 
  daemons position larval behemoths in strategic locations, often 
  chaining them in place upon a battleﬁeld. Then, when foes 
  come within range, the larval behemoths are slain with ranged 
  attacks by their daemonic masters, catching the enemy in the 
  radius of their torturous end.  
  HYDRA LARVA TACTICS
  Hydra larvae attack with their four, writhing heads, biting 
  with powerful, fanged jaws. They are the only larva that are 
  routinely sent directly against the enemy by their daemonic 
  masters, serving as elite cannon fodder on battleﬁelds across 
  the Abyss, Nine Hells, and Tartarus. 
  Critter Cache: Daemons
  23
  
  ENCOUNTER GROUPS 
  Soul larvae are often found serving as cannon fodder for 
  daemons, and are usually the ﬁrst wave of any daemonic assault. 
  Level 7 Encounter (XP 1,578) 
   
  • 2 ferrodaemon myrmidons (level 7 soldier) 
   
  • 2 ferrodaemon peltasts (level 7 artillery) 
   
  • 6 common larvae (level 6 minion)
  Level 13 Encounter (XP 4,400) 
   
  • 1 necrodaemon (level 13 skirmisher) 
   
  • 1 ferrodaemon phalangite (level 14 elite soldier) 
   
  • 2 ferrodaemon hoplites (level 10 soldier) 
   
  • 4 howling larvae (level 11 minion)
  Level 20 Encounter (XP 14,800) 
   
  • 1 cacodaemon (level 21 elite artillery) 
   
  • 3 cruciodaemons (level 18 brute) 
   
  • 6 larval behemoth (level 17 minions)
  Level 27 Encounter (XP 52,400) 
   
  • 1 tyrannodaemon (level 26 elite controller) 
   
  • 2 megalodaemon (level 24 elite soldier) 
   
  • 8 hydra larvae (level 23 minions)
  OTHER USES  
  FOR SOUL LARVAE 
  The soul energy contained inside common soul larvae can be 
  harnessed for a variety of purposes by ﬁend and mortal alike.  
  The utility of soul larvae makes them very valuable, and thus,  
  they are used as a form of currency among ﬁends. Two of the 
  most common uses of soul larvae are described below. There are 
  undoubtedly others known only by the mighty rulers of Tartarus. 
  Rituals: Soul larvae can be used in place of the normal 
  components of any arcane or divine ritual. Each soul larvae  
  is worth the equivalent of 500 gp worth of component cost. 
  So, for example, a character that wishes to cast Detect Object 
  (component cost 1,000 gp) can use two soul larvae instead of 
  standard reagents to power the ritual. For mortals, using larvae 
  in this way carries signiﬁcant moral ramiﬁcations, as the 
  mortal soul inside the larva is destroyed utterly.
  Healing: Daemons can use soul larvae to heal injuries and 
  restore vigor, consuming them in much the same way as 
  mortals drink potions. A single common soul larva can be 
  consumed by an adjacent daemon as a standard action, 
  restoring 15 hit points and ending one ongoing effect.
  SOUL LARVAE LORE 
  A character knows the following information with a successful 
  Religion check.
  DC 15: Soul larvae are the distilled essences of mortal souls, 
  bound into terrible, worm-like bodies. Soul larvae are used for 
  a variety of purposes by demons, devils, and daemons. They 
  can be used to power ﬁendish rituals or consumed by ﬁends  
  to restore vigor and health, but their most common use is  
  to serve as the catalyst to quicken a new daemon.
  DC 20: Generally, a single soul larva can only create the 
  lowliest of daemons, such as a pathodaemon; however, when 
  numerous soul larvae are mingled together, their combined 
  soul energy can create more powerful daemons. Soul larvae can 
  also be used to power special rituals that transform a daemon 
  into another type of daemon; this is usually a promotion to 
  the next higher tier of daemonic life.
  DC 25: Soul larvae that are not used to create new daemons 
  are sometimes tainted with fell magic, and allowed to grow into 
  horrible new forms. The howling larvae, larval behemoth, and 
  the terrible hydra larvae – which combines the essences of many 
  common larvae – are three of these forms. These advanced 
  larvae are used by daemonic armies as cannon fodder, or sold  
  to demons and devils for the same purpose. Advanced larvae 
  cannot be used to power rituals or create new daemons. 
  Critter Cache: Daemons
  24
  
  TERRADAEMON
  Hulking and powerful, the cyclops-like terradaemons are 
  potent, versatile front-line ﬁghters in the mercenary armies of 
  Tartarus. Smart enough to lead other daemons, and more than 
  powerful enough to hold their own against greater demons and 
  devils, they are an expensive commodity and highly sought 
  after by both immortal and elemental commanders. 
  TERRADAEMON TACTICS 
  A terradaemon begins combat by targeting a single foe within 
  range with gaze of the morass, and then hammers away at the 
  slowed target with its massive, cold iron hammer. It typically 
  targets such a foe with petrifying strike, hoping to add a grim, 
  life-like statue to the chaos of the battleﬁeld. A terradaemon 
  reserves destructive resonance to scatter and weaken multiple 
  foes attempting to surround it. It relies on its thick skin, 
  armor, and earthen defense to keep it from harm. 
  TERRADAEMON LORE
  A character knows the following information with a successful 
  Religion check.
  DC 20: Terradaemons are most common in the subterranean 
  caverns and vaults that lie beneath the surface of Bythomia, 
  the fourth ring of Tartarus ruled by the archodaemon 
  Agathyrsus. Like the master of Bythomia, the terradaemons are 
  ponderous and slow moving, but nearly unstoppable once riled 
  or set upon a task. 
  DC 25: Terradaemons respect strength, and are unlikely to 
  serve masters that are physically weak or small. They disdain 
  ranged combat, and desire to only charge straight on into  
  their foes, hammers pounding like the pistons of some great 
  daemonic engine. However, they can and do follow orders, 
  and if paid well, can be expected to serve as effective front-line 
  shock troops in daemonic, demonic, and diabolical armies. 
  ENCOUNTER GROUPS
  Mercenary daemonic units containing terradaemons often 
  feature chirodaemons as well. The two types of daemons, 
  although radically different in outlook and temperament, 
  complement each other’s abilities perfectly. 
  Level 16 Encounter (XP 7,000) 
   
  • 2 terradaemons (level 15 brute) 
   
  • 3 chirodaemons (level 14 skirmisher) 
   
  • 4 larval behemoths larvae (level 17 minion)
  Terradaemon 
  Level 15 Controller
  Large immortal humanoid (daemon, earth) XP 1,200
  Initiative +7  
  Senses Perception +11; darkvision
  HP 154; Bloodied 77
  AC 29; Fortitude 30, Reflex 22, Will 24
  Resist 10 reactive (2/encounter) 
  Speed 6
  m Cold Iron Hammer (standard; at-will) ✦ Weapon 
  Reach 2; +20 vs. AC; 2d8+6 damage, or 2d8+10 damage 
  against a slowed target. 
  M Petrifying Strike (standard; recharge 56) ✦ Weapon 
  Reach 2; requires hammer; +20 vs. AC; 2d8+6 damage, 
  and the target is slowed (save ends). First Failed Save: The 
  target is immobilized (save ends). Second Failed Save: The 
  target is petriﬁed (no save).
  R Eye of the Morass (minor 1/round; at-will) ✦ Gaze 
  Ranged 10; +19 vs. Fortitude; the target is slowed (save ends).
  c Destructive Resonance (standard; encounter) ✦ Thunder 
  The terradaemon strikes its maul against the ground, 
  creating a burst of damaging sound waves: close blast 5; 
  +17 vs. Fortitude; 2d6+4 thunder damage, the target is 
  pushed 3 squares, knocked prone, and takes a –2 penalty 
  to AC and melee and ranged attack rolls with the weapon 
  keyword (save ends all).
  Earthen Defense (immediate interrupt; the terradaemon is hit 
  with an attack that targets a defense other than Fortitude; 
  recharge 456) 
  The terradaemon can substitute its Fortitude defense for the 
  defense its enemy is actually attacking.  
  Earth Mastery 
  A terradaemon gains a +1 bonus to attack and damage 
  rolls against targets on the ground. 
  Alignment Evil  
   
  Languages Supernal
  Skills Endurance +17, Intimidate +14
  Str 23 (+13)  
  Dex 11 (+7)  
  Wis 18 (+11) 
  Con 26 (+15)  
  Int 14 (+9)  
  Cha 14 (+9) 
  Equipment chain mail, cold iron hammer
  Description This massive, ponderous creature resembles a giant with 
  pebbly, gray skin and a single massive eye, lidless and staring, in the 
  center of its blocky, misshapen head. It grips a crudely wrought iron 
  hammer in one meaty ﬁst and wears a thick shirt of steel links. 
  Critter Cache: Daemons
  25
  
  TYPHON
  “THE FIRST DAEMON,”  
  LORD OF TARTARUS
  Typhon, Lord of Tartarus, is the most powerful of the 
  archodaemons and the very ﬁrst of his kind. Born of the union 
  of god and primordial, Typhon commands the might of divine 
  immortality and the raw power of elemental chaos. Like all of 
  his kind, the greatest of daemons balances his evil between 
  tyrannical ambition and chaotic mayhem, achieving a brand  
  of evil that is cold, calculating, and utterly ruthless. 
  Typhon is the undisputed master of Tartarus, although he 
  grants his siblings, the other archodaemons, much autonomy 
  in running their own realms. Typhon dwells in Erebus the 
  bottom most ring of Tartarus with his consort and sister, the 
  serpentine Echidna. The two great daemons have produced 
  many monstrous spawn, many of which have found their way 
  to the mortal realm and propagated there. 
  Massive and horrible, Typhon is a towering monstrosity 
  whose form combines terrible beauty with diabolical ugliness. 
  From the waist up, he has a muscular humanoid torso and a 
  handsome if cruel face. His hair and beard is a nest of small, 
  writhing serpents, and a pair of angelic wings juts from his 
  shoulders. Typhon’s lower body is mass of hissing snakes, each 
  thicker than a man’s waist and armed with a set of venom-ﬁlled 
  fangs. A shroud of poisonous vitriol hangs in a thick cloud over 
  the mighty archodaemon when he wishes it, burning and 
  envenoming any enemies that dare to approach him. 
  The Lord of Tartarus is armed with his father’s sword, the 
  dread Blade of Tartarus, once wielded by the elder god himself. 
  The sword drains the strength and sight from any creature it 
  touches, smiting them with a glimpse of the eldritch void in 
  which it was forged. 
  TYPHON LORE
  DC 20: Typhon is the ﬁrst daemon, the original progeny of 
  the mingled blood of a god and a primordial. He rules the Pit 
  of Tartarus and all the daemons within it owe him fealty to 
  one degree or another. Typhon has a small cult in the mortal 
  realm, and is sometimes worshipped by powerful reptilian or 
  serpentine creatures, such as medusas, and nagas. 
  DC 25: Typhon, in many ways takes after his mother, the 
  primordial Gaia, and has the power of creation to some 
  limited degree. It was he that ﬁrst discovered the process of 
  turning mortal souls into soul larva, and it was he that ﬁrst 
  turned soul larvae into the myriad forms of lesser daemons 
  that dominate the Pit of Tartarus. In addition, Typhon is the 
  progenitor of the unique daemonic energy known as vitriol. In 
  other ways, Typhon commands power as his father did, the 
  great elder god of night Tartarus. He can summon up darkness 
  and smite foes with blindness; in addition to commanding the 
  physical might of the divine. 
  DC 30: Typhon is the ruler of the Pit of Tartarus, but he has 
  bequeathed the top-most rings to his younger siblings, the 
  archodaemons coaxed from the mingled ichor of the slain Gaia 
  and Tartarus after it had given birth to Typhon himself. 
  Typhon dwells at the bottom of Tartarus, on the ﬁfth ring of 
  Erebus where the mighty Acheron River has mingled with the 
  blood of slain god and primordial to form the crimson Sea of 
  Thalassaima. Typhon’s abode is the Tower of Nix, a mammoth 
  black spiral that stretches hundreds of feet into the air from a 
  small island in the very center of the Sea of Thalassaima. Here 
  Typhon and his consort Echidna rule the Pit of Tartarus and 
  scheme to spread their particular brand of evil across the 
  cosmos. Typhon is quite the diplomat, and often entertains 
  powerful demon lords and mighty dukes of Hell in his tower, 
  always eager to strengthen the alliance forged with both 
  ﬁendish races eons ago. 
  TYPHON’S TACTICS 
  Few creatures beyond the mighty lords of the Abyss and  
  the archdukes of the Nine Hells could challenge the great 
  Typhon with any hope of survival. For any mortal foolish 
  enough to confront the ﬁrst daemon, only painful death 
  and transformation into a soul larva rewards such folly.  
  Typhon begins his ﬁrst round of combat by spending two 
  minor actions to use gloom gaze against a likely spellcaster 
  and gift if Typhon to augment the most powerful allied 
  daemon in range. Then he spends a standard action to strike 
  with the Blade of Tartarus, or, if no enemies are within melee 
  range, he uses vitriolic blast to smite foes from afar. Typhon is 
  a shrewd tactician and prefers to let his minions engage an 
  enemy ﬁrst, supporting them with vitriolic blast, gloom gaze, 
  or the terrible Typhon’s awful boon. However, Typhon does 
  not shrink from melee combat, and eagerly engages foes 
  foolish enough to enter close combat with him. In melee, 
  Typhon relies on the Blade of Tartarus to keep his foes at a 
  constant disadvantage, and one hundred serpents and vitriolic 
  blood to further hamper their attacks and movement. He 
  saves dark reaper onslaught to use against severely wounded 
  foes, hoping to slay them outright and gain a hydra larva ally. 
  Typhon typically uses his action points when gift of Typhon 
  recharges, further augmenting his daemonic minions.
  Critter Cache: Daemons
  26
  
  Typhon 
  Level 34 Solo Controller (Leader)
  Huge immortal humanoid (daemon) 
  XP 195,000
  Initiative +25  
  Senses Perception +30; darkvision,  
   
   
  truesight 20
  Vitriolic Aura (Acid, Poison) aura 10; enemies in the aura 
  are weakened, and enemies that enter or start their turns in the 
  aura takes 15 acid and poison damage. 
  HP 1,550; Bloodied 775
  AC 51; Fortitude 48, Reflex 51, Will 49
  Immune acid, poison; Resist 20 reactive (3/encounter) 
  Saving Throws +5
  Speed 8; ﬂy 12 (hover) 
  Action Points 2
  m Blade of Tartarus (standard; at-will) ✦ Weapon 
  Reach 3; +39 vs. AC; 2d10+11 damage, the target is 
  blinded (save ends) and Typhon gains concealment against 
  all attacks until the start of his next turn.   
  M Dark Reaper Onslaught (standard; recharge 56) ✦ 
  Weapon 
  Typhon makes two attacks with the Blade of Tartarus against 
  the same target. If both attacks hit, Typhon gains total 
  concealment against all attacks until the start of his next turn; 
  and if the target is reduced to 0 hit points, it rises as a hydra 
  larva under Typhon’s command at the start of his next turn. 
  M One Hundred Serpents (immediate reaction, when an 
  enemy moves or shifts into a square within 3 squares of 
  Typhon; at-will) ✦ Poison 
  +37 vs. AC; 1d8+11 damage, and ongoing 10 poison 
  damage (save ends). 
  R Vitriolic Blast (standard; at-will) ✦ Acid, Poison 
  Ranged 20; +38 vs. Reﬂex, 2d8 + 10 acid and poison 
  damage, and ongoing 10 acid and poison damage (save 
  ends).
  R Gloom Gaze (minor; recharge 456)   
  Ranged 10; +38 vs. Fortitude, the target exudes an aura of 
  gloom (aura 2) (save ends). The aura grants any creature 
  with the daemon keyword within it concealment and a +2 
  bonus to attack and damage rolls.    
  R Typhon’s Awful Boon (standard; recharge 6) ✦ Healing 
  Ranged 10; +38 vs. Fortitude; wounded targets only; the target 
  spends 2d4 healing surges. It regains hit points normally; 
  however, if it regains more hit points than its maximum total,  
  it suffers these excess hit points as damage. If this damage 
  reduces the target to 0 hit points or less, it is slain instantly, 
  exploding in a geyser of ﬂesh and blood. The target cannot 
  spend more healing surges than it has remaining. 
  R Gift of Typhon (minor; recharge 6) ✦ Polymorph 
  Ranged 10; one ally with the daemon keyword gains a 
  powerful mutation chosen by Typhon from the following list 
  that remains until the end of encounter. A target can only 
  have one mutation at a time.
   
  • Unwholesome Growth: The target gains an extra square of  
   
  reach for its melee attacks and a +6 bonus on damage rolls.
   
  • Vigorous Speed: The target’s speed increases by 2 and it  
   
  gains the ability to shift as a minor action. In addition, it  
   
  can make an extra melee basic attack as a free action  
   
  each turn.
   
  • Indestructible Integument: The target suddenly grows iron- 
   
  hard plates of bone that cover it from head to toe. It  
   
  gains a +4 bonus to AC and resist 10 against attacks  
   
  that target AC, but suffers a –2 penalty to speed.
  c Vitriolic Blood (immediate reaction, when Typhon is hit  
  with a melee attack; at-will) ✦ Acid, Poison 
  Close blast 2; +37 vs. Reﬂex; 1d10+10 acid and poison damage.
  Larval Siphon (immediate reaction; at-will) ✦ Healing 
  Whenever a soul larva is reduced to 0 hit points within  
  10 squares of Typhon, he regains 50 hit points, ends one 
  ongoing effect currently affecting him, and gains a +2 
  bonus to all defenses until the end of his next turn.
  Alignment Evil  
   
  Languages Abyssal, Common,  
   
   
   
  Primordial, Supernal
  Skills Arcana +34, Diplomacy +33, History +34, Insight +30, 
  Intimidate +33, Nature +30
  Str 33 (+28)  
  Dex 26 (+25)  
  Wis 26 (+25)
  Con 30 (+27)  
  Int 35 (+29)  
  Cha 32 (+28)
  Equipment Blade of Tartarus
  Description Before you towers the mighty Typhon, his weird 
  undulating form horrible and ﬂuid. His upper body is humanoid, 
  resembling a comely, muscular human male, with shapely arms and 
  large, powerful hands. Typhon’s face would be handsome save for a 
  thick beard and mane of tiny writhing serpents, and eyes that glow 
  with a fell green radiance. Adding to the Typhon’s bizarre anatomy 
  is a pair of massive, feathered wings that jut from his back, beating 
  softly. As strange and awful as Typhon’s upper body appears, it 
  cannot hold a candle to the deranged foulness of his lower body. 
  Instead of legs, a writing nest of serpents supports the archodaemon, 
  some as thick as a man’s torso. Each of these serpentine appendages 
  ends in a hissing, fanged head, needle fangs dripping caustic venom. 
  Critter Cache: Daemons
  27
  
  Critter Cache: Daemons
  28
  
  ASPECT OF TYPHON
  Cultists and other foul creatures that worship Typhon may 
  conjure an aspect of Typhon to aid them. The ritual used to 
  summon the aspect is known only to a few creatures in the 
  mortal realm, and requires the expenditure of mass quantities 
  of soul energy – in the form of sacriﬁces – to complete. An 
  aspect is usually conjured to protect one of the burgeoning 
  cults of Typhon – usually from the cultists of demon lords or 
  archdevils intent on stamping out the competition. 
  Typhon has no control over or link to his aspect, and he 
  cannot sense anything it senses. However, the aspect has all of 
  his personality traits and behaves in a very similar manner to 
  the mighty archodaemon. Once the aspect has completed the 
  task required of it, it disappears.
  ASPECT OF TYPHON TACTICS 
  Aspects of Typhon are usually summoned to protect one of 
  Typhon’s cults from extermination. An aspect typically engages 
  the most powerful enemy threatening the cult it was summoned 
  to protect, using black blade onslaught and vitriolic blast to quickly 
  slay its target. It uses gloom gaze to confuse and disorient foes, and 
  relies on one hundred serpents and vitriolic blood to dissuade 
  enemies from engaging it in melee. 
  ASPECT OF TYPHON LORE
  A character knows the following information with a successful 
  Religion check. 
  DC 25: Powerful mortal servants of Typhon can summon an 
  aspect of the archodaemon by means of an exceptionally rare ritual. 
  DC 30: Aspects of Typhon are often called upon to defend 
  the archodaemon’s cults, which are not nearly as established as 
  those of other archﬁends. An aspect is capable of independent 
  thought and action, but it will obey the commands of its 
  summoner within reason. However, its primary purpose is to 
  further the goals of Typhon, and it will not follow commands 
  that contradict the archodaemon’s ambition to spread his 
  worship in the mortal realm. 
  Aspect of Typhon 
  Level 24 Elite Controller 
   
  (Leader)
  Large immortal humanoid (daemon) 
  XP 12,100
  Initiative +18  
  Senses Perception +22; darkvision,  
   
   
  truesight 10
  Vitriolic Aura (Acid, Poison) aura 5; enemies that enter or 
  start their turns in the aura take 5 acid and poison damage. 
  HP 450; Bloodied 225
  AC 40; Fortitude 38, Reflex 42, Will 40
  Immune acid, poison; Resist 15 reactive (2/encounter) 
  Saving Throws +2
  Speed 6; ﬂy 10 (hover) 
  Action Points 1
  m Black Blade (standard; at-will) ✦ Weapon 
  Reach 2; +29 vs. AC; 1d10+8 damage, and the target is 
  blinded until the end of the aspect of Typhon’s next turn. 
  M Black Blade Onslaught (standard; recharge 56) ✦ 
  Weapon 
  The aspect of Typhon makes two black blade attacks against 
  the same target. If both attacks hit, the target is blinded 
  (save ends) and the aspect of Typhon gains concealment 
  against all attacks until the start of its next turn. 
  M One Hundred Serpents (immediate reaction, when an 
  enemy moves or shifts into a square adjacent to the aspect 
  of Typhon; at-will) ✦ Poison 
  +27 vs. AC; 1d6+7 damage, and ongoing 5 poison 
  damage (save ends). 
  R Vitriolic Blast (standard; at-will) ✦ Acid, Poison 
  Ranged 20; +28 vs. Reﬂex, 1d8 + 7 acid and poison damage, 
  and ongoing 5 acid and poison damage (save ends).
  R Gloom Gaze (minor; recharge 56)   
  Ranged 10; +28 vs. Fortitude, the target exudes an aura of gloom 
  (aura 1) (save ends). The aura grants the aspect of Typhon and 
  any creature with the daemon keyword within it concealment.
  c Vitriolic Blood (immediate reaction, when the aspect of 
  Typhon is hit with a melee attack; at-will) ✦ Acid, Poison 
  Close blast 1; +28 vs. Reﬂex; 1d6+7 acid and poison damage.
  Larval Siphon (immediate reaction; at-will) ✦ Healing 
  Whenever a soul larva is reduced to 0 hit points within 5 squares 
  of the aspect of Typhon, it regains hit points equal to the larva’s 
  level and ends one ongoing effect currently affecting it. 
  Alignment Evil  
   
  Languages Abyssal, Common,  
   
   
   
  Primordial, Supernal
  Skills Arcana +27, Diplomacy +26, History +27, Insight +22, 
  Intimidate +26, Nature +22
  Str 26 (+20)  
  Dex 22 (+18)  
  Wis 21 (+17)
  Con 25 (+19)  
  Int 30 (+22)  
  Cha 28 (+21)
  Equipment black blade
  Critter Cache: Daemons
  29
  
  Euryale 
  Level 28 Elite Artillery
  Large immortal humanoid (daemon) 
  XP 38,000
  Initiative +24  
  Senses Perception +24; darkvision
  HP 400; Bloodied 200
  AC 42; Fortitude 40, Reflex 43, Will 39
  Resist 20 poison, 15 variable (2/encounter) 
  Saving Throws +2
  Speed 8
  Action Points 1
  m Serpent Mane (standard; at-will) ✦ Poison 
  Reach 2; +32 vs. AC; 1d8+11 damage, and the target 
  takes ongoing 10 poison damage (save ends). 
  r Shortbow (standard; at-will) ✦ Poison 
  Ranged 15/30; +35 vs. AC; 1d10+10 damage plus 1d10 
  poison damage.  
  R Poisonous Fusillade (standard; at-will) ✦ Poison 
  Euryale makes two shortbow attacks. If both attacks hit the 
  same target, the target takes ongoing 10 poison damage 
  (save ends).
  c Stonevenom Gaze (standard; at-will) ✦ Gaze, Poison 
  Close blast 5; blind creatures are immune; +31 vs. 
  Fortitude; 3d6+8 poison damage; the target is slowed (save 
  ends). First Failed Save: The target is immobilized instead of 
  slowed (save ends). Second Failed Save: The target is 
  petriﬁed (no save).  
  c Venomous Blood (immediate reaction, Euryale is hit with a 
  melee attack; at-will) ✦ Poison 
  Close blast 1; +31 vs. Reﬂex; 1d8+8 poison damage. 
  Alignment Evil  
   
  Languages Abyssal, Common,  
   
   
   
  Supernal
  Skills Arcana +23, Bluff +25, Diplomacy +25, Intimidate +25, 
  Stealth +29 
  Str 24 (+21)  
  Dex 30 (+24)  
  Wis 20 (+19) 
  Con 26 (+22)  
  Int 18 (+18)  
  Cha 22 (+20) 
  Equipment shortbow, quiver with 40 arrows
  Description This horriﬁc humanoid creature has the torso of a 
  lovely, muscular human woman covered in ﬁne green scales attached 
  to the lower half of a titanic serpent. Her head is crowned with a nest 
  of writhing serpents, and her hideous face features a fanged mouth, 
  glowing green eyes, and a ﬂickering snake-like tongue. She is armed 
  with a short recurved bow, and a quiver of barbed arrows. 
  THE SPAWN  
  OF TYPHON
  Typhon and his sister and consort Echidna have produced many 
  monstrous progeny over the eons. Many of these spawn are 
  simply mindless horrors that disperse throughout the various 
  rings of Tartarus or even make their way into the mortal realm. 
  However, two of Typhon’s children stay very close to his side, 
  the venomous Euryale and caustic Stheno, acting as elite 
  minions and even bodyguards for their mighty father. 
  SPAWN OF TYPHON LORE
  A character knows the following information with a successful 
  Religion check. 
  DC 25: The sisters, Euryale and Stheno are two of the progeny 
  produced by the union of Typhon and his monstrous sister 
  Echidna. A third sister, Medusa, left the Pit of Tartarus many 
  eons ago for the mortal realm, and it is said that her own 
  progeny have spread through the natural world. 
  DC 30: Euryale and Stheno resemble their mother in many 
  ways, having inherited her serpentine body and venomous 
  disposition. However, the ambition and intellect displayed by 
  the two sisters is the legacy of their father, and Euryale and 
  Stheno have risen to the upper tier of the daemonic hierarchy 
  in his service. Both sisters are warriors: Euryale is a master 
  archer and Stheno is unrivaled in her mastery of spear and 
  shield. In addition, both sisters have a petrifying gaze; and 
  Euryale’s attacks carry deadly venom, while Stheno’s are 
  steeped in incredibly powerful acid. 
  EURYALE’S TACTICS
  Euryale attacks her enemies with a hail of venomous arrows, 
  and generally avoids melee combat whenever possible. She 
  focuses her stonevenom gaze on any foes that attempt to close 
  for melee combat, and targets likely spellcaster with a poisonous 
  fusillade every round. If forced into melee, Euryale uses her 
  serpentine hair to attack foes and relies on her venomous blood 
  to dissuade enemies from pressing her with melee attacks. 
  Euryale saves her action point to use when stonevenom gaze 
  recharges, combining the attack with a hail of arrows. 
  Critter Cache: Daemons
  30
  
  Stheno 
  Level 28 Elite Soldier
  Large immortal humanoid (daemon) 
  XP 38,000
  Initiative +23  
  Senses Perception +24; darkvision
  HP 520; Bloodied 260
  AC 46; Fortitude 43, Reflex 40, Will 39
  Resist 20 acid, 15 variable (2/encounter) 
  Saving Throws +2
  Speed 8
  Action Points 1
  m Longspear (standard; at-will) ✦ Acid, Weapon 
  Reach 3; +35 vs. AC; 2d6+10 damage plus 2d6 acid 
  damage, and the target takes ongoing 10 acid damage and 
  is weakened (save ends both). Aftereffect: Ongoing 5 acid 
  damage (save ends, with a –2 penalty to the saving throw).
  M Serpent Mane (standard; at-will) ✦ Acid 
  Reach 2; +33 vs. AC; 1d8+11 damage, and the target 
  takes ongoing 10 acid damage (save ends).
  c Doom Rattle (minor; recharge 456) ✦ Fear 
  Close burst 10; +31 vs. Will; targets enemies; the target 
  takes a –4 penalty to attack rolls (save ends).  
  c Stoneburn Gaze (standard; at-will) ✦ Acid, Gaze 
  Close blast 5; blind creatures are immune; +31 vs. 
  Fortitude; 3d6+8 acid damage; the target is slowed (save 
  ends). First Failed Save: The target is immobilized instead of 
  slowed (save ends). Second Failed Save: The target is 
  petriﬁed (no save).  
  c Caustic Blood (immediate reaction, Stheno is hit with a 
  melee attack; at-will) ✦ Acid 
  Close blast 1; +31 vs. Reﬂex; 1d8+9 acid damage. 
  Opportunistic Push  
  When Stheno hits an opponent with an opportunity attack 
  with her spear, she pushes the target 2 squares. 
  Threatening Reach 
  Stheno can make opportunity attacks against all enemies 
  within reach of her longspear (3 squares). 
  Alignment Evil  
   
  Languages Abyssal, Common,  
   
   
   
  Supernal
  Skills Athletics +27, Bluff +25, Diplomacy +25, Intimidate +25, 
  Stealth +24 
  Str 30 (+24)  
  Dex 24 (+21)  
  Wis 20 (+19) 
  Con 28 (+23)  
  Int 18 (+18)  
  Cha 22 (+20) 
  Equipment longspear, heavy shield
  Description This monstrous creature resembles a beautiful human 
  woman with the lower body of a great serpent. Her hair is a mass 
  of writhing serpents, and her face is a scaled mixture of serpent and 
  comely female. The monstrosity grips a long, barbed spear in her 
  right hand, and a massive round shield in her left. A rattle at the 
  end of her serpentine tail shakes ominously as you approach. 
  STHENO’S TACTICS
  Unlike her sister, Euryale, Stheno wades into melee with 
  gleeful skill and unfettered aggression. She begins combat with 
  doom rattle to hamper her foes attacks, and then targets the 
  nearest enemy warriors with her spear. She keeps enemies at 
  spear length with a combination of threatening reach and 
  opportunistic push, ensuring that her enemies never move inside 
  her reach. Stheno uses her stoneburn gaze to neutralize enemy 
  spellcasters, and typically uses her action point as soon as the 
  power recharges. 
  ENCOUNTER GROUPS 
  Typhon is always encountered with a retinue of powerful 
  daemons that usually includes his monstrous spawn Euryale 
  and Stheno. His aspect is often encountered with his mortal 
  cultists, or even powerful reptilian monsters living in the 
  mortal realm. 
  Level 24 Encounter (XP 30,875) 
   
  • 1 aspect of Typhon (level 24 elite controller) 
   
  • 1 dark naga (level 21 elite controller) 
   
  • 3 medusa shrouds of the snake god  
   
   
   (level 18 skirmisher) 
   
  • 4 hydra larvae (level 23 minion)
  Level 35 Encounter (XP 247,000) 
   
  • Typhon (level 34 solo controller) 
   
  • Euryale (level 28 elite artillery) 
   
  • Stheno (level 28 elite soldier)
  Critter Cache: Daemons
  31
  
  TYRANNODAEMON 
  Next to the mighty archodaemons that rule Tartarus, the 
  tyrannodaemons are the most powerful creatures in the Pit. 
  Intelligent, ruthless, and physically powerful, tyrannodaemons 
  command vast armies of lesser daemons, and act as the point 
  of contact for those seeking to purchase the services of 
  daemonic mercenaries.
  TYRANNODAEMON LORE 
  A character knows the following information with a successful 
  Religion check. 
  DC 20: Tyrannodaemons are the lesser lords of Tartarus, ruling 
  small kingdoms of lesser daemons from the ring of Erebus, the 
  ﬁfth and bottom ring of the Pit. Each tyrannodaemon serves 
  one of the archodaemons that rule the various rings of Tartarus, 
  typically serving their masters by gathering soul energy through 
  the mercenary activities of the lesser daemons they control. In 
  addition, some tyrannodaemons serve their masters as elite 
  bodyguards, soldiers, and commanders of daemonic armies. Not 
  surprising, each tyrannodaemon gains power in the form of soul 
  energy from its archodaemon master, and more than a few 
  tyrannodaemons with ambitions of becoming archodaemons 
  themselves have been destroyed for their audacity. 
  Each tyrannodaemon maintains a small keep on the ring of 
  Erebus where it maintains a small army of daemonic mercenaries. 
  These mercenaries can be bought by those willing to pay the 
  tyrannodaemons’ price in soul energy and brave enough to treat 
  with such a powerful force of evil. Most tyrannodaemons employ 
  cacodaemons to run their day-to-day affairs, using the magically 
  gifted daemons to ensure that contracts are paid and that the 
  lesser daemons in their service are kept in line. 
  DC 25: Tyrannodaemons occasionally act as mercenaries 
  themselves, offering their services to demons, devils, and other 
  ﬁendish creatures for staggering amounts of soul energy. When 
  serving as mercenaries, tyrannodaemons are accompanied by an 
  elite squad of ferrodaemons, cacodaemons, chirodaemons, and 
  many, many soul larvae. However, when tyrannodaemons do see 
  ﬁt to serve another in battle, they are powerful enough to utterly 
  devastate entire armies of lesser ﬁends. Both hound-like heads 
  can emit magical gaze attacks, deliver mind-shredding psychic 
  howls, or loose thunderous barks that can shatter eardrums and 
  stun even the hardiest foes. Finally, each tyrannodaemon carries 
  a giant morningstar that it can use with horrifying skill, 
  shattering bodies and fortiﬁcations with each mighty stroke. 
  Tyrannodaemon 
  Level 26 Elite Controller 
   
  (Leader)
  Large immortal humanoid (daemon) 
  XP 18,000
  Initiative +19  
  Senses Perception +25; darkvision
  Aura of Dominance (Charm) aura 5; enemies within the aura 
  take a –4 penalty to Will defense. 
  HP 488; Bloodied 244
  AC 42; Fortitude 42, Reflex 37, Will 39
  Resist 20 thunder, 15 reactive (3/encounter)
  Saving Throws +2
  Speed 8
  Action Points 1
  m Thundering Morningstar (standard; at-will) ✦ Thunder, 
  Weapon 
  Reach 2; +31 vs. AC; 2d8+10 damage, plus 1d8 thunder 
  damage and the target is knocked prone.  
  M Bite (standard; at-will) 
  Reach 2; +29 vs. AC; 1d8+10 damage.
  M Double Bite (standard; at-will) 
  The tyrannodaemon makes two bite attacks. If both attacks 
  hit the same target, the target takes an additional 1d8+10 
  damage and ongoing 10 damage (save ends). 
  R Stupefying Gaze (minor 1/round; at-will) 
  Ranged 10; +30 vs. Fortitude; the target is stunned until the 
  start of the tyrannodaemon’s next turn.
  R Gaze of the Fray (minor 1/round; at-will) ✦ Charm 
  Ranged 10; +30 vs. Will; the target makes a melee basic 
  attack against an adjacent ally chosen by the tyrannodaemon. 
  c Howl of Dread (standard; recharge 56) ✦ Fear, Psychic 
  Close burst 5; +28 vs. Will, 3d8+8 psychic damage, and 
  the target takes a –4 penalty to attack rolls (save ends). 
  c Thunderous Bark (standard; recharge 56) ✦ Fear, Thunder 
  Close blast 5; +28 vs. Fortitude; 4d6+9 thunder damage, 
  and the target is dazed (save ends).   
  Larval Siphon (immediate reaction; at-will) ✦ Healing 
  Whenever a soul larva is reduced to 0 hit points within 10 
  squares of a tyrannodaemon, the tyrannodaemon regains hit 
  points equal to the larva’s level, ends one ongoing effect 
  currently affecting it, and gains a +2 bonus to all defenses 
  until the end of its next turn. 
  Alignment Evil  
   
  Languages Abyssal, Common,  
   
   
   
  Primordial, Supernal
  Skills Arcana +24, Insight +25, Intimidate +26, Religion +24 
  Str 30 (+23)  
  Dex 22 (+19)  
  Wis 24 (+20) 
  Con 28 (+22)  
  Int 23 (+19)  
  Cha 27 (+21) 
  Equipment chainmail, morningstar
  Description This terrible ﬁend has two heads, each resembling a 
  snarling, daemonic hound. It stands nearly ten feet tall, its humanoid 
  body powerful and muscular, and wears a suit of blackened iron 
  chainmail. It grips a massive iron morningstar in its right hand, 
  balancing the precarious weapon over one brawny shoulder.
  Critter Cache: Daemons
  32
  
  TYRANNODAEMON TACTICS 
  A tyrannodaemon prefers to start combat at range, using  
  both its gaze attacks and thunderous bark to set its foes at a 
  disadvantage immediately. It then wades into melee, targeting 
  likely spellcasters with its morningstar and ripping into to 
  martial characters with its double bite. A tyrannodaemon uses  
  a gaze attacks each round or both gaze attacks if it does not 
  take a move action on its turn. It typically uses stupefying gaze 
  against spellcasters to keep them out of the ﬁght and gaze of 
  the fray against potent melee enemies to sow discord in the 
  ranks of its foes. When surrounded, a tyrannodaemon uses 
  howl of dread, relying on its aura of dominance to make the 
  attack particularly effective. 
  A tyrannodaemon usually saves its action point to ﬁnish 
  off a wounded enemy with its morningstar or a double bite 
  attack. It always enters combat with at least half a dozen larval 
  minions, using the soul energy contained in the pathetic 
  creatures to heal its wounds. 
  ENCOUNTER GROUPS 
  Tyrannodaemons, when encountered on the ﬁeld, usually 
  surround themselves with other powerful daemons, primarily 
  cacodaemons and megalodaemons. They also keep a large 
  number of soul larvae nearby to consume in case of injury.
  Level 27 Encounter (XP 53,100) 
   
  • 1 tyrannodaemon (level 26 elite controller) 
   
  • 1 megalodaemon (level 24 elite brute) 
   
  • 2 cacodaemons (level 21 elite artillery) 
   
  • 8 hydra larvae (level 23 minion)
  Critter Cache: Daemons
  33
  
  MONSTERS  
  BY LEVEL
  Every monster in this book appears on this list, which is sorted 
  alphabetically by level and monster role.
  Monster 
  Level and Role 
  Page 
  Pathodaemon 
  3 Controller 
  21 
  Soul Larva 
  6 Minion 
  22 
  Cryptodaemon Skulker 
  7 Lurker 
  11 
  Ferrodaemon Myrmidon 
  7 Soldier 
  13 
  Ferrodaemon Peltast 
  7 Artillery 
  14 
  Ferrodaemon Hoplite 
  10 Soldier 
  15 
  Cryptodaemon Assassin 
  11 Elite Lurker  
  12 
  Howling Larva 
  11 Minion 
  22 
  Necrodaemon 
  11 Skirmisher 
  19 
  Chirodamon 
  11 Skirmisher 
  9 
  Ferrodaemon Phalangite 
  11 Elite Soldier 
  16 
  Terradaemon 
  15 Controller 
  25 
  Larval Behemoth 
  17 Minion 
  23 
  Cruciodaemon 
  18 Brute 
  10 
  Necrodaemon Soulstalker 
  18 Elite Lurker  
  20 
  Cacodaemon 
  21 Elite Artillery 
  7 
  Hydra Larva 
  23 Minion 
  23 
  Megalodaemon 
  24 Elite Brute 
  17 
  Aspect of Typhon 
  24 Elite Controller 
  29 
  Tyrannodaemon  
  26 Elite Controller 
  32 
  Euryale 
  28 Elite Artillery 
  30 
  Stheno 
  28 Elite Soldier 
  31 
  Typhon 
  34 Solo Controller 
  27
  Critter Cache: Daemons
  34
  
SOURCE: textdata/thevault/Collections/Bestiaries/Bestiary 5/Goodman Games - Critter Cache #5 - Daemons.pdf