AstradaemonCreature 16
Source Pathfinder Bestiary
Perception +28 (darkvision, lifesense 30 feet; true seeing)
Languages Common, Daemonic, Telepathy 100 Feet
Skills Acrobatics +28, Intimidation +33, Religion +26, Stealth +28, Survival +26
Str +5, Dex +6, Con +7, Int +2, Wis +4, Cha +7
AC 39; Fort +27; Reflex +30; Will +26; +1 status to all saves vs. magic
HP 240
Speed 60 feet (fly 60 feet)
Immunities death effects, negative
Weaknesses Good 15
Jaws +32 (+27, +22) to hit (evil, magical, reach 10) 3d8+9 Piercing + 1d6 Evil
Claw +32 (+28, +24) to hit (agile, evil, magical, reach 10) 3d6+9 Slashing + 1d6 Evil
Tail +32 (+27, +22) to hit (evil, magical, reach 15) 1d6 Evil + 3d10+9 Bludgeoning
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 feetLifesense 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 SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA 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 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
Devour Soul (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 35 fortitude save or instantly die. If it dies, the astradaemon gains 10 temporary Hit Points and a +2 status bonus to attack and damage rolls for 1 minute, or for 1 day if the victim was 15th level or higher. A victim slain in this way can be returned to life normally. A creature that survives is temporarily immune for 1 minute.
Effect: Devour Soul
Effect: Devour Soul (Victim Level 15 or Higher)
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.
GrabRequirements 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 37, +29 to hit)
1st Level: Detect Alignment (At Will) (Good Only)
4th Level: Dimension Door, Dimension Door (At Will)
6th Level: True Seeing (Constant)
7th Level: Finger of Death, Plane Shift
8th Level: Discern Location
These unnerving, almost reptilian daemons represent death by direct assault against a soul or life-force-the same numbing death they bring with their fell touch. Rarely seen on the Material Plane, astradaemons spend most of their time hunting the pathways between the living world and the afterlife. There, they capture migrating souls, snatching them from their rightful rewards or punishments and dragging them to Abaddon as tribute to their undying masters. These horrifying predators of the dead can also be found stalking the banks of the River of Souls in the Astral Plane, where they constantly hunt for new victims. Psychopomps have a particular hatred of astradaemons as a result, and clashes between them and these eerie hunters of the recently departed are indeed the stuff of legend.
Not all astradaemons limit their hunt to souls. The most notorious of their kind serve the Horsemen themselves as assassins.
Denizens of the bleak and terrible plane of Abaddon, daemons are shaped by and devoted to the destruction of life in all its forms. They seek the death of every mortal being by the most painful and horrible means possible, all in service to the apocalyptic entities known as the Four Horsemen. Each kind of daemon represents a different way to die, and their powers are nearly always aimed at spreading that particular form of death. Through the use of these powers, they seek to drag all existence down into a pit of hopelessness and despair, and to commit all souls to oblivion.
While those who summon daemons to the Material Plane usually seek to use the creatures' destructive and corrupting powers for their own ends, daemons always look for ways to spread fear, doubt, and despair wherever they go. Often, daemons disguise their plots as the workings of other fiends, knowing that such confusion compounds mortals' fear.
While all fiends seek to tempt mortals into lives of evil to increase their own numbers and power on their native planes, daemons are further driven by a supernatural hunger for mortal souls and use a variety of methods-not least of which is the cacodaemons' soul gems-to entrap them. On Abaddon and in other forbidding places across the multiverse, souls are simultaneously a delicacy, a trade good, and a source of magical power, and the daemons are among the greatest gluttons, merchants, and abusers of this spiritual "resource."
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.