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CrucidaemonCreature 15


NEMediumDaemonFiend
Source Pathfinder #149: Against the Scarlet Triad
Perception +26 (darkvision, detect alignment (good only), lifesense 30 feet)
Languages Abyssal, Draconic, Infernal, Telepathy 100 Feet
Skills Acrobatics +30, Arcana +26, Crafting +30, Deception +26, Intimidation +28, Stealth +30, Thievery +26
Str +4, Dex +7, Con +7, Int +3, Wis +7, Cha +5

AC 38; Fort +26; Reflex +30; Will +26; +1 status to all saves vs. magic
HP 225
Speed 50 feet
Immunities death effects
Weaknesses Good 10
Resistances Physical 10

Chained Dagger One Action +30 (+26, +22) to hit (agile, finesse, magical, reach 10, versatile s) 4d4+14 Piercing

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.

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. MagicTrap Dodger

Crucidaemons are all but impossible to fool with traps. Whenever a crucidaemon rolls a saving throw against a trap hazard, its degree of success is one better than it rolled.

Daemonic Trap Making (divine)

When the crucidaemon casts its innate Glyph of Warding spell, it can store any arcane or divine spell of an appropriate level in the glyph, even if it can't otherwise cast the spell.

Flurry of Daggers One Action

The crucidaemon makes two chained dagger Strikes against a single target. These attacks count toward the crucidaemon's multiple attack penalty and its multiple attack penalty doesn't increase until after both attacks.

Manifest Dagger One Action

The crucidaemon summons a new chained dagger to replace a destroyed one. A crucidaemon's daggers can't be disarmed, and they become non-magical when severed from the daemon or upon the daemon's death.


Divine Innate Spells (DC 32, +28 to hit)

1st Level: Detect Alignment (Constant) (Good Only), Fear, Phantom Pain (At Will)
2nd Level: Death Knell, Invisibility (At Will)
3rd Level: Glyph of Warding, Paralyze
4th Level: Air Walk (Constant)


Of all the ways to die, crucidaemons represent perhaps one of the least desirable: death by torture. The fiend's shapely body, which appears to be sculpted from iron or mithril, belies a sinister wrath and love of inflicting pain. Crucidaemons particularly enjoy inflicting pain with their curved, serrated daggers, which are attached to their bodies via a chain that pierces each wrist.

A crucidaemon's existence is dedicated to subjecting its prey to an eternity of pain and terror. Unlike other daemons, many of which are eager to feed on mortal souls as soon as they can, the crucidaemon takes much greater pleasure in prolonging the agony of its victims. Oftentimes, a crucidaemon will inflict such torment and pain upon its prey that when the end finally comes, the victim tearfully thanks the daemon for the mercy of oblivion. An encounter with a crucidaemon that does not end with its death is far from over-crucidaemons have unequaled patience for those who dare oppose them.


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.