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MeladaemonCreature 11


NELargeDaemonFiend
Source Pathfinder Bestiary 2
Perception +21 (darkvision, lifesense (imprecise) 30 feet)
Languages Common, Daemonic, Telepathy 100 Feet
Skills Acrobatics +20, Deception +23, Intimidation +23, Religion +20, Stealth +23, Survival +19
Str +7, Dex +5, Con +6, Int +3, Wis +4, Cha +6

AC 31; Fort +23; Reflex +20; Will +19; +1 status to all saves vs. magic
HP 225
Speed 25 feet (fly 50 feet)
Immunities death effects
Weaknesses Good 10

Bite One Action +24 (+19, +14) to hit (evil, magical, reach 10) 2d12+13 Piercing + 1d6 Evil
Claw One Action +24 (+20, +16) to hit (agile, evil, magical, reach 10) 2d8+13 Slashing + 1d6 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 (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

Lifesense 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 Spells

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

+1 Status to All Saves vs. MagicConsumptive Aura (aura, divine)

20 feet.

A meladaemon emanates an aura of intense hunger. Each round a creature begins its turn in the aura, it must attempt a DC 27 fortitude save. On a failure, the creature takes 1d6 negative damage (2d6 negative damage on a critical failure) and becomes Fatigued. This fatigue ends as soon as the creature eats any food.

Withering Opportunity Reaction

Trigger The meladaemon is attacked by an adjacent creature and the attack misses


Effect The meladaemon swipes at the triggering creature, which must immediately attempt a save against the meladaemon's withering touch.

Daemonic Famine (disease)

Saving Throw DC 29 fortitude

Stage 1 carrier (1 day)

Stage 2 Enfeebled 1 (1 day)

Stage 3 Enfeebled 2 (1 day)

Stage 4 as stage 3 (1 day)

Stage 5 Enfeebled 3 (1 day)

Stage 6 dead

Withering Touch (divine, evil, necromancy)

When the meladaemon hits with a claw Strike or a creature begins its turn grabbed by the meladaemon, the creature must attempt a DC 30 fortitude save. On a failure, the creature takes 1d6 negative damage and becomes Fatigued. This fatigue ends when the creature drinks.

Grab One Action

Requirements 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 31, +21 to hit)

1st Level: Detect Alignment (At will) (Good only)
4th Level: Dimension Door (At will)
5th Level: Dimension Door, Fear, Magic Missile (At will)
6th Level: Phantom Pain

Rituals

4th Level: Blight


Meladaemons personify death by starvation and thirst, and revel in spreading the same despair that brought about their mortal demise. When they aren't blighting fields, massacring livestock, or tainting water supplies, they experiment on prisoners to study how long creatures can go without sustenance and the deleterious effects that result from such deprivation. Fiercely loyal to Trelmarixian, Horseman of Famine, they serve no other beings. They work alongside other daemons if Trelmarixian wills it, but are notoriously traitorous.


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.