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Daemon, Erodaemon

Family: Daemons

Large fiend (daemon), neutral evil

Armor Class 17 (evil desire)
Hit Points 147 (14d10 + 70)
Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 21 (+5) 16 (+3) 15 (+2) 18 (+4)

Saving Throws Dex +6, Int +7, Wis +6, Cha +8
Skills Deception +8, Insight +6, Perception +6, Persuasion +8
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver
Damage Immunities acid, poison
Condition Immunities poisoned
Senses blindsight 60 ft., Darkvision 60 ft., passive Perception 16
Languages Abyssal, Draconic, infernal; telepathy 100 ft.
Challenge 11 (7,200 XP)

SPECIAL TRAITS

  • Innate Spellcasting. The erodaemon’s innate spellcasting ability is Charisma (spell save DC 16). She can innately cast the following spells, requiring no material components:
    • At will: charm person, comprehend languages, detect good, detect thoughts, unnatural lust (as the command spell but the only option is to “lust”)
    • 3/day each: desecrate, crushing despair (as symbol of despair except casting time is 1 action and the symbol appears on the target which can then be triggered by an ally reading it), enervation, quickened suggestion (as suggestion but can be cast as a bonus action)
    • 1/day each: modify memory, utter contempt (as command, except the creature perceives all creatures as beneath its contempt and acts accordingly. (The effect lasts for 1 minute)
  • Magic Resistance. The erodaemon has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The erodaemon’s weapon attacks are magical.
  • Object of Desire. While using detect thoughts on a humanoid, an erodaemon can identify the person the target most desires, whether it is a loved one or an object of lust. The erodaemon can change into the form of this desired person as long as the desired person is a Small, Medium, or Large humanoid. The erodaemon gains advantage on Charisma ability and skill checks to impersonate that person and avoid being detected as a fraud. This effect ends if the erodaemon attacks any creature.
  • Telepathic Bond. The erodaemon ignores the range restriction on her telepathy when communicating with a creature she has charmed. The two don’t even need to be on the same plane of existence.

ACTIONS

  • Multiattack. The erodaemon makes one snake tail attack and one electrified touch attack, or she makes one poison tail attack and teleports before or after the attack.
  • Electrified Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one Target. Hit: 27 (6d8) lightning damage. The target must make a DC 16 Charisma saving throw or lose 1d4 points of Charisma, or half as much on a failed save. A creature suffering from any Charisma drain has disadvantage on Charisma ability checks, saving throws and skill checks.
  • Poison Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 23 (3d12 + 4) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. While poisoned the creature is also stunned.
  • Wilting Kiss. The erodaemon touches one incapacitated creature within 15 feet of it. The target takes 36 (7d8 + 4) psychic damage, and the erodaemon gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Charisma saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0. A creature that takes any psychic damage also must make a DC 16 Wisdom saving throw or become charmed by the erodaemon indefinitely. A charmed creature can repeat the saving throw if they move more than 30 feet away from the erodaemon, if they fail this followup save they remain charmed and also lose lose 1d2 points of Charisma. The death of the erodaemon also ends this charm.
  • Teleport. The erodaemon magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
  • Etherealness. The erodaemon magically enters the Ethereal Plane from the Material Plane, or vice versa.

ABOUT

Erodaemons personify death by heartbreak. These fiends pose as mortals, insert themselves into the lives of their victims, and slowly destroy them. They break apart marriages, kill children or cause them to leave their families, destroy reputations, extinguish faith, curdle family ties, and bit by bit savor the slow disintegration of their victims’ emotional well-being and consequent physical deterioration. Every tear shed, every sobbing woman, and every grieving man brings a rapturous smile to an erodaemon’s face, because when a mortal dies of heartbreak and grief, the erodaemon feasts upon the tortured soul. The typical erodaemon stands 6 feet tall and weighs 150 pounds.

Studious Seduction. Erodaemons know many traditions of different societies due to their intrusions into urban areas on other planes. Erodaemons practice their forms of seduction primarily upon the hunted, who may still have such base desires as intimacy and love, shifting between genders fluidly and mimicking any behavior pattern that furthers their designs. Erodaemons are rarely trusted by other daemons, who have no hearts to break but can be tricked all the same into thinking a supposed ally or leader has turned its back on them. They especially savor those whose heart already throbs for another, visiting each lover in turn and feigning unfaithfulness (or inveigling an unsuspecting suitor into a tryst) before unleashing abuse and revealing its true nature and devouring the emotionally shattered remains of both parties involved.

Section 15: Copyright Notice

The Dragon’s Hoard #16 © 2021, Legendary Games; Authors Jason Nelson, Miguel Colon, Robert J. Grady, Michael “solomani” Mifsud, Dan Dillon, Matt Kimmel, Scott D. Young, and James-Levi Cooke

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