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LeukodaemonCreature 9


NELargeDaemonFiend
Source Pathfinder Bestiary
Perception +20 (darkvision, plaguesense 60 feet)
Languages Common, Daemonic, Telepathy 100 Feet
Skills Acrobatics +18, Intimidation +18, Medicine +20, Religion +20, Stealth +18, Survival +16
Str +6, Dex +5, Con +1, Int +3, Wis +5, Cha +3

AC 28; Fort +15; Reflex +21; Will +19; +1 status to all saves vs. magic
HP 155
Speed 25 feet (fly 40 feet)
Immunities death effects, disease
Weaknesses Good 10

Jaws One Action +21 (+16, +11) to hit (disease, evil, magical, reach 10) 2d12+9 Piercing + 1d6 Evil
Claw One Action +21 (+17, +13) to hit (agile, disease, evil, magical, reach 10) 1d6 Evil + 2d8+9 Slashing
Composite Longbow One Action +21 (+16, +11) to hit (deadly d10, disease, evil, magical, propulsive, range increment 100, reload 0, volley 30) 1d6 Evil + 2d8+9 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.

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.

Plaguesense 60 feet

A leukodaemon senses any creature with a disease, and it knows the type and current stage of all diseases carried by any creature within range.

At-Will Spells

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

+1 Status to All Saves vs. MagicInfectious Aura (aura, disease)

30 feet Aura


Leukodaemons radiate infection. All creatures within 30 feet of a leukodaemon take a -2 status penalty to saves against disease effects. If a creature within range contracts or progresses a disease, all adjacent creatures are exposed to the same disease, at the same DC.

Effect: Infectious Aura

Breath Weapon Two Actions (divine, evocation)

The leukodaemon exhales a cloud of corpse-bloated, biting black flies in a 20-foot cone. Creatures within the cone take 4d8 piercing damage (DC 28 basic reflex save).


Critical Success uneffected

Success half damage

Failure full damage and Sickened 1

Critical Failure double damage and Sickened 2

Daemonic Pestilence (disease)

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

Saving Throw DC 28 fortitude

Stage 1 carrier (1 day)

Stage 2 Drained 1 (1 day)

Stage 3 Drained 2 (1 day)

Stage 4 Drained 2 (1 day)

Stage 5 Drained 3 (1 week)

Stage 6 dead

Quicken Pestilence One Action (divine, manipulate, necromancy)

The leukodaemon coaxes a disease into full bloom. It chooses a target in its aura of pestilence that's currently affected by a disease. That creature must attempt a Fortitude save against the disease as if the interval for the disease's current stage had passed.


Divine Innate Spells (DC 26, +18 to hit)

1st Level: Detect Alignment (At Will) (Good Only)
2nd Level: Dispel Magic
4th Level: Dimension Door, Dimension Door (At Will)


These skull-headed, vulture-winged daemons are harbingers of pestilence and servants of their patron Horseman, Apollyon. Manifestations of evil souls who perished from disease in life, leukodaemons work tirelessly to spread disease across all the worlds of the multiverse. More than any other daemon, leukodaemons cooperate with each other and those who conjure them to mortal worlds to spread sickness and plague, eschewing personal glory for end results.


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.