Daemon, Cacodaemon

Family: Daemons

Pale yellow-white hair bats against this fiend’s deep red skin, its wings carrying it aloft and its body protected by armor made from the bones of the dead.

Tiny fiend (daemon), neutral evil

Armor Class 13 (natural armor)
Hit Points 7 (2d4+2)
Speed 25 ft., fly 40 ft.

12 (+1) 11 (+0) 13 (+1) 8 (-1) 13 (+1) 12 (+1)

Saving Throws Dexterity +2, Wisdom +3
Skills Deception +3, Perception +3, Stealth +2
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Damage Immunities acid, poison
Condition Immunities poisoned; Senses darkvision 60 ft., passive Perception 13
Languages Abyssal, Deep Speech, Infernal
Challenge 1/2 (100 XP)

Special Traits

  • Regeneration. The cacodaemon regains 2 hit points at the start of its turn if it has at least 1 hit point. If the cacodaemon takes radiant damage or damage from holy water, this trait doesn’t function at the start of the cacodaemon’s next turn.


  • Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d2+1) piercing damage.

These are a few of the most common daemons, demons, and devils conjured onto the Material Plane by diabolists. Daemons exist along the River Styx, serving both chaotic and lawful forces in their pursuit to bring souls to the Abyss where demons dwell or the home of fiends in Hell.

Impish cacodaemons are the weakest of their kin and seek to inflict pain whenever possible in attempts to sate their unending appetite for mortal souls.

Those who dally too long on the shores of the River Styx are harried by these warped creatures in hosts that grow all the larger the more a victim resists.

Section 15: Copyright Notice

Book of True Evil. © 2018 Mike Myler, published under license by Legendary Games.