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OlethrodaemonCreature 20


NEGargantuanDaemonFiend
Source Pathfinder Bestiary 2
Perception +33 (darkvision, tremorsense (imprecise) 120 feet, true seeing)
Languages Common, Daemonic, Telepathy 100 Feet
Skills Athletics +40, Intimidation +38, Religion +34
Str +10, Dex +6, Con +7, Int +2, Wis +6, Cha +8

AC 44; Fort +35; Reflex +32; Will +34; +1 status to all saves vs. magic
HP 450
Speed 35 feet (burrow 35 feet, fly 40 feet)
Immunities death effects
Weaknesses Good 20

Jaws One Action +38 (+33, +28) to hit (evil, magical, reach 10) 4d12+17 Piercing + 1d6 Evil
Claw One Action +38 (+34, +30) to hit (agile, evil, magical, reach 15) 1d6 Evil + 4d8+17 Slashing

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.

Tremorsense

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

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.

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. MagicAura of Doom (aura, death, divine)

60 feet.

Any creature that begins its turn in the aura is Doomed 1 for as long as it remains in the aura and for 1 hour thereafter.

Apocalypse Breath Two Actions (divine, negative)

The daemon expels a shrieking black cloud of smoke from its mouth in a 120-foot line or a 60-foot cone (or both a line and a cone in the same direction if it spends 3 actions). Living creatures in the area take 24d6 negative damage (DC 45 basic reflex save).

The olethrodaemon can't use Apocalypse Breath again for 1d4 rounds.

Soul Crush Two Actions (manipulate)

Requirements The olethrodaemon has a soul gem


Effect The olethrodaemon crushes the soul gem in one hand and regains the use of Apocalypse Breath or any one of its innate spells.

Swallow Whole One Action (attack)

Huge, 4d10 bludgeoning damage and Drained 2, Rupture 43

An olethrodaemon has numerous stomachs connected by labyrinthine digestive organs. Swallowed creatures cannot Escape, but can attempt to cut their way out with a 1d6 roll. On a roll of 1-3, the creature cuts into yet another stomach. On a roll of 4-6, the creature manages to cut its way out of the olethrodaemon.


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

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 42, +34 to hit)

1st Level: Detect Alignment (At will) (Good only)
4th Level: Dimension Door (At will)
5th Level: Dimension Door
9th Level: Disintegrate, Disjunction, Wail of the Banshee
10th Level: Cataclysm, Massacre, True Seeing (Constant)

Rituals

8th Level: Control Weather


Even daemons fear the most massive and terrifying of their kind, olethrodaemons. No single entity could embody the level of evil necessary to manifest one; instead, these living war machines are made from the souls of many-or so the story goes. Other theories suggest that the four Horsemen of the Apocalypse are responsible for creating the olethrodaemons, or that olethrodaemons are merely the seeping run-off of an even greater being: a mysterious fifth Horseman.

Whatever the truth, olethrodaemons are real, and their existence is terrifying enough to instill paralyzing existential dread. With dozens of unblinking glowing eyes above a drooling maw, two sets of four muscled limbs, and countless horns, olethrodaemons resemble no other creature known to mortalkind.


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.