Huge elemental magical beast (demon, earth)
Level 12 Elite Soldier XP 1400

HP 254; Bloodied 127Initiative +10
AC 26, Fortitude 26, Reflex 22, Will 24Perception+11
Speed 6, burrow 6Darkvision
Saving Throws +2; Action Points 1


All-Around Vision

Enemies can’t gain combat advantage by flanking the derghodemon.

Standard Actions

Claw At-Will

Attack: Melee 3 (one creature); +17 vs. AC

Hit: 1d8 + 5 damage.

Flailing Assault At-Will

Effect: The derghodemon uses claw four times, no more than twice against a single target. If a single target is hit with claw twice, the derghodemon grabs the target.

Move Actions

Earth Furrow At-Will

Effect: The derghodemon moves its burrow speed below the surface of the ground, avoiding opportunity attacks as it passes underneath other creatures’ spaces. As it burrows beneath the space of a Large or smaller creature on the ground, the derghodemon makes the following attack against that creature.

Attack: Melee 3 (one creature); +15 vs. Fortitude

Hit: The target falls prone.

Minor Actions

Death Hook At-Will (1/round)

Requirement: The derghodemon must not have a creature restrained.

Attack: Melee 3 (one creature grabbed by the derghodemon); +15 vs. Fortitude

Hit: 2d8 + 5 damage, and the target enters the derghodemon’s space, is restrained, and takes ongoing 10 damage (save ends all). If the derghodemon moves, the restrained creature moves with it.

Triggered Actions

Variable Resistance 2/Encounter

Trigger: The derghodemon takes acid, cold, fire, lightning, or thunder damage.

Effect (Free Action): The derghodemon gains resist 15 to the triggering damage type until the end of the encounter or until it uses variable resistance again.

Str 27 (+14)                Dex 14 (+8)                Wis 20 (+11)
Con 23 (+12)                Int 5 (+3)                Cha 13 (+7)

Alignment Chaotic Evil        Languages Abyssal, Supernal

Published in Demonomicon, page(s) 111, Dungeon Magazine 196.