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Daemonic InfectorCreature 22


UniqueNEMediumDaemonHumanHumanoid
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +40 (greater darkvision, true seeing)
Languages Common, Daemonic, Infernal, Osiriani, Undercommon
Skills Acrobatics +39, Crafting +39, Deception +40, Diplomacy +40, Intimidation +40, Lore +39, Religion +42, Society +36, Stealth +37, Thievery +35
Str +6, Dex +9, Con +10, Int +7, Wis +10, Cha +8

AC 45; Fort +40; Reflex +39; Will +40;
HP 475
Speed 25 feet (fly 25 feet)
Immunities death effects, disease, poison
Weaknesses Fire 20, Good 20

Claw One Action +36 (+32, +28) to hit (agile, evil, finesse, magical) 4d8+14 Slashing + 1d6 Evil

Greater Darkvision

A creature with greater 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 creature 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.

Combustible

The first time each round that the Daemonic Infector takes fire damage, his fumes combust, dealing 30 fire damage to all other creatures within the area of his toxic fumes aura.

Toxic Fumes (aura, inhaled, poison)

10 feet Aura

A creature that enters or begins its turn within the aura must attempt a DC 44 fortitude save.

On a failed save, the creature is Sickened 1, and on a critical failure, it's also Clumsy 1 for 1 minute. In addition, creatures within the aura attempting a flat check to remove Persistent Poison Damage must roll twice and take the lower result.

Breathe Death Two Actions (divine, evocation, poison)

The Daemonic Infector exhales a 30-foot line of concentrated fumes.

Each creature in the area takes 12d10 poison damage (DC 44 basic fortitude save; on a critical failure the creature is also Drained 1).

The Infector can't Breathe Death again for 1d4 rounds.

Infector Two Actions (concentrate, divine, divination)

The Daemonic targets a creature within 30 feet that's currently subject to a poison affliction. The poison affliction progresses to the next stage.

Steady Spellcasting

If a reaction would disrupt the Daemonic Infector's spellcasting action, he attempts a DC 15 flat check. On a success, the action isn't disrupted.


Divine Prepared Spells (DC 46, +38 to hit)

Cantrips (10th Level): Daze, Detect Magic, Guidance, Message, Shield
1st Level: Command, Harm, Heal, Purify Food and Drink, Sanctuary
2nd Level: Darkness, Silence, Spiritual Weapon
3rd Level: Crisis of Faith, Heroism, Locate, Neutralize Poison
4th Level: Air Walk, Discern Lies, Divine Wrath
5th Level: Abyssal Plague, Sending
6th Level: Blade Barrier, Spirit Blast, True Seeing
7th Level: Divine Decree, Energy Aegis, Regenerate
8th Level: Spiritual Epidemic
9th Level: Telepathic Demand
10th Level: Miracle

Divine Innate Spells (DC 46, +38 to hit)

4th Level: Fly (Constant)
6th Level: True Seeing (Constant)

Cleric Domain Spells (DC 46, +38 to hit)

1st Level: Death's Call
4th Level: Eradicate Undeath



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.