Daqqanoenyent
Creature 9 (rare) — undead, unholy
Pre-Remaster content. May include legacy alignment.
SnareCrasherLANDAERIALundeadunholy
A daqqanoenyent is a horrific monstrosity arising from a terrible crime against the dead, obsessed with exacting retribution. The creature manifests as an enormous, disembodied head, 10 feet in height and covered in coarse black hair, with bat-like wings and vicious fangs and talons. Daqqanoenyents are naturally conflicted creatures. As the product of the tortured wills of numerous victims, daqqanoenyents sometimes exhibit strange or contradictory behavior as various individual wills struggle fo
Source: book-of-the-dead-bestiary (Pre-Remaster)
Perception +17; darkvision
Languages common, necril; plus any one language spoken in life; (can't speak any language)
Skills acrobatics +17 (+21 to Maneuver in Flight), athletics +21, survival +17 (+21 to track anyone involved in the desecration that created them)
Str
+6
Dex
+4
Con
+4
Int
+0
Wis
+2
Cha
+0
AC 28
Fort +21
Ref +17
Will +15
HP 170 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Weaknesses fire 10, vitality 5
Speed 15 feet, fly 30 feet
Offense
Melee Jaws (unarmed) +21, Damage 2d12+9 piercing plus 1d4 void plus Grab
Melee Talon (agile, unarmed) +21, Damage 2d8+9 slashing plus 1d4 void plus Grab
Abilities
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Baleful Gaze (curse, emotion, fear, mental, visual) — The daqqanoenyent's face twists into an expression of unbridled rage. Each creature within 30-foot emanation{30 feet} that can see the daqqanoenyent must attempt a DC 28 Will save. The creature is then temporarily immune for 1 minute.
Critical Success The creature is unaffected.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 3.
Critical Success The creature is unaffected.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 3.
Snatch — A daqqanoenyent can Fly at half Speed while they have a Medium or smaller creature Grabbed or Restrained in their talons, carrying that creature along with them.
Swallow Whole (attack) — Medium, 2d8+9 bludgeoning, Rupture 24
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.
A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
Effect: Engulf and Swallow Whole
If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.
A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
Effect: Engulf and Swallow Whole
If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
Grab —
WORKS WELL WITH
CrasherLANDDamage dealers finish creatures softened by swallow whole internal damage ticks.
WeaverLANDWill-targeting debuffs make baleful gaze more likely to frighten grouped foes.
AnvilLANDFrontline durability absorbs attention while snatch isolates a priority target for removal.
PUNISHES
✖ low Will✖ clumping✖ melee reliance
stacking snares competes for single-target grab-and-swallow isolation
Works well with · Punishes · Pairing advice
Unlock with Tactics
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