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CacodaemonCreature 1


NETinyDaemonFiend
Source Pathfinder Bestiary
Perception +6 (darkvision)
Languages Common, Daemonic, Telepathy 100 Feet
Skills Acrobatics +8, Deception +5, Religion +6, Stealth +8
Str +0, Dex +3, Con +2, Int -1, Wis +1, Cha +2

AC 16; Fort +7; Reflex +8; Will +6;
HP 22
Speed 5 feet (fly 40 feet)
Immunities death effects
Weaknesses Good 3

Jaws One Action +8 (+4, +0) to hit (agile, disease, evil, finesse, magical) 1d8 Piercing + 1d4 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.

At-Will Spells

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

Cacodaemonia (disease)

The cacodaemon can telepathically communicate with the afflicted creature at any distance on the same plane.

Saving Throw DC 17 fortitude

Stage 1 carrier (1 day)

Stage 2 Stupefied 1 (1 day)

Stage 3 Stupefied 2 (1 day)

Change Shape One Action (concentrate, divine, polymorph, transmutation)

The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Soul Lock Three Actions (death, divine, necromancy)

Once per day, a cacodaemon can ingest the soul of a sentient creature within 30 feet that died within the last minute. When it does, the cacodaemon grows a fist-sized soul gem (Hardness 2, HP 8) in its gut and can regurgitate it at any time as an Interact action.

Destroying the gem frees the soul within but does not return the deceased creature to life. The caster of a spell to return a creature to life whose soul is trapped within a soul gem must succeed at a DC 30 religion check. On a success, the soul gem shatters and the creature is returned to life as normal for the spell.

By using an Interact action, a fiend can ingest a soul gem it is holding, condemning the soul to the fiend's home plane. The fiend gains Fast Healing 5 for 1 minute.


Divine Innate Spells (DC 17, +9 to hit)

Cantrips (1st Level): Detect Magic (At Will)
1st Level: Detect Alignment (At Will) (Good Only), Fear
2nd Level: Invisibility (At Will) (Self Only)
4th Level: Read Omens


These embodiments of demented violence and spite are spawned from eddies of angry and warped souls amid Abaddon's mists. Cacodaemons constantly hunger for mortal souls and yearn to create suffering. As gnashing spheres of teeth, fins, and spines, they are the weakest of daemonkind, an amalgam of various petty forms of death without the strength that comes from focusing on a single cause of demise.


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

Common

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.