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Agent of the Gray QueenCreature 19


RareNELargeDaemonFiend
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +32 (darkvision, lifesense 30 feet, true seeing)
Languages Common, Daemonic, Telepathy 100 Feet
Skills Acrobatics +33, Deception +33, Intimidation +38, Religion +31, Stealth +33, Survival +31
Str +5, Dex +6, Con +7, Int +2, Wis +4, Cha +7

AC 43; Fort +31; Reflex +35; Will +30; +1 status to all saves vs. magic
HP 290
Speed 60 feet (fly 60 feet)
Immunities death effects, negative
Weaknesses Good 20

Jaws One Action +36 (+31, +26) to hit (evil, magical, reach 10) 4d8+9 Piercing + 1d6 Evil
Claw One Action +32 (+28, +24) to hit (agile, evil, magical, reach 10) 4d6+9 Slashing + 1d6 Evil
Tail One Action +32 (+27, +22) to hit (evil, magical, reach 15) 4d10+9 Bludgeoning + 1d6 Evil

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Lifesense 30 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicDisplacement (divine, illusion, visual)

An astradaemon bends light, appearing shifted from its true position, though still in the same space.

Creatures targeting the astradaemon must attempt a DC 11 flat check, as if the astradaemon were hidden, even though it remains observed.

Effects such as the Blind-Fight feat and halfling's Keen Eyes that apply on the flat check against hidden creatures also apply against a displaced astradaemon.

Soul Siphon (aura, divine, force, necromancy)

30 feet Aura


An astradaemon draws power from the souls of the recently slain. If a Small or larger living creature dies within its aura, the astradaemon gains 5 temporary Hit Points and a +1 status bonus to attack and damage rolls for 1 round, unless the creature was slain by an astradaemon's Devour Soul ability.

Incorporeal undead and living spirits traveling outside the body take 1d8 force damage each round within the daemon's aura from the spiritual pressure as the astradaemon pulls in fragments of their soul.

Effect: Soul Siphon

Essence Drain (divine, necromancy, negative)

When an astradaemon hits with its claw, jaws, or tail, it drains the target's spiritual and vital essences.

The target takes 2d10 negative energy damage and the astradaemon regains an equal number of Hit Points. The target must succeed at a DC 37 fortitude save or become Doomed 1 and Drained 1.

If the target was already drained or doomed, it instead increases both conditions' value by 1, to a maximum of 4.

Mortal Shell Two Actions (divine, necromancy)

Requirements The astradaemon has killed a Large or smaller creature with Overtake Soul within the past 24 hours and that creature is within the daemon's reach


Effect The astradaemon takes over and wears the body of their victim. This automatically creates a disguise to allow the astradaemon to Impersonate the target creature. The body has a number of Hit Points equal to 3 times the level of the creature. Any damage targeting the astradaemon damages the body first. Once the body is reduced to 0 Hit Points, it's destroyed and forces the astradaemon out, back to the daemon's normal form. If the astradaemon takes any good damage while wearing the body, the damage is dealt to the astradaemon directly and it must succeed at a DC 5 flat check or be forced out of the body. Additionally, Disjunction and Dispel Magic can force the astradaemon out of the body with a successful counteract check against DC 41.

While wearing the disguise, the astradaemon's attacks use the reach of the body it inhabits, and its size changes to match that of the creature whose soul it consumed. Additionally, the astradaemon is Clumsy 2 and Enfeebled 4 while wearing the disguise. (These penalties haven't been incorporated into this stat block.)

Overtake Soul One Action (death, divine, incapacitation, necromancy)

Requirements The astradaemon hasn't used an action with the attack trait yet this turn.


Effect The astradaemon draws out and consumes the soul of a living creature it has Grabbed. The creature must succeed at a DC 39 fortitude save or instantly die. If it dies, the astradaemon gains 10 temporary Hit Points.

Effect: Overtake Soul

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Divine Innate Spells (DC 41, +33 to hit)

1st Level: Detect Alignment (At Will) (Good Only)
4th Level: Dimension Door (At Will)
5th Level: Dimension Door
6th Level: True Seeing (Constant)
7th Level: Plane Shift
8th Level: Discern Location, Finger of Death
9th Level: Massacre



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.