FREQUENCY: Very Rare
NO. APPEARING: 3-18
ARMOR CLASS: 4
HIT DICE: 5+2
% IN LAIR: 10%
TREASURE TYPE: F
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-8 or by weapon type +1
SPECIAL ATTACKS: Jump, always win initiative
SPECIAL DEFENSES: Immune to mind-affecting spells
MAGIC RESISTANCE: 40%
INTELLIGENCE: Average to very
ALIGNMENT: Chaotic Evil
SIZE: M (6-7’ tall)
XP: 450 + 6/hp
Deodanths are a rare cross-breed between demons and elves, and are the embodiment of evil and sadism. They are warlike and celebrate only brute strength and cruelty. As a society they revel in martial skills, torture and killing. They view lesser races as prey and often hunt them for mere sport.
Due to their incredible dexterity and instincts, Deodanths always win initiative. They can attack either with two claws for 1d8 or two weapons, or a combination of both. If attacking by weapon, they get +1 damage due to their strength and suffer no penalties for using two weapons. Prior to melee, Deodanths can leap up to 30’ and attack, automatically winning initiative and gaining an extra attack (3 that round) even against set pole-arms. Once engaged in melee, they can no longer use that ability. It can only be used as they first close to melee.
Due to their demonic heritage, Deodanths are 40% magic resistant and are immune to mind-altering and mind-controlling magic, including sleep. Under no circumstances can Deodanths cast spells. They can’t use wands, staves, rods or scrolls. They can use certain magic items, such as potions, rings, armor and weapons.
Although rarely encountered, there are certain Deodanth leaders who are even more strong, tough, fast and cruel than normal. Some of these have up to 9 hit dice and attack with up to +4 damage!
Deodanths appear as tall (6-7’) humanoids with pointed ears and jet-black skin. They have glowing red eyes and silver claws and fangs. They are completely hairless and phenomenally muscled and sleek, almost cat-like in their movements. Deodanths wear only light, scant clothing, if any at all.