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ThanadaemonCreature 13


NEMediumDaemonFiend
Source Pathfinder Bestiary 2
Perception +26 (darkvision, true seeing)
Languages Common, Daemonic, Telepathy 100 Feet
Skills Arcana +22, Deception +26, Intimidation +26, Religion +22, Lore +24
Str +6, Dex +6, Con +4, Int +3, Wis +5, Cha +7

AC 34; Fort +21; Reflex +23; Will +26; +1 status to all saves vs. magic
HP 270
Speed 25 feet (Air Walk 25 feet)
Immunities death effects
Weaknesses Good 10

Bo Staff One Action +28 (+23, +18) to hit (evil, magical, parry, reach 10, trip) 3d8+14 Bludgeoning + 1d6 Negative + 1d6 Evil
Claw One Action +27 (+23, +19) to hit (agile, evil, finesse, magical) 3d6+14 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.

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. MagicTerrifying Gaze (aura, divine, emotion, enchantment, fear, mental, visual)

30 feet

When a creature ends its turn in the aura, it must attempt a DC 30 will save. If the creature fails, it becomes Frightened 2. The creature is then temporarily immune to terrifying gaze (but not Focus Gaze) for 24 hours.

Draining Strike (divine, necromancy)

When a thanadaemon damages a living creature with a melee Strike, the creature must succeed at a DC 33 fortitude save or become Drained 1. Further damage dealt by the thanadaemon increases the drained condition value by 1 on a failed save, to a maximum of Drained 4.

Focus Gaze One Action (concentrate, divine, fear, visual)

The thanadaemon glares at a single creature they can see within 30 feet. If the target wasn't already Frightened, they must immediately attempt a DC 33 will save against the thanadaemon's terrifying gaze. If the target was already frightened, they must attempt a DC 33 will save or become Fleeing for 1d4 rounds; this second effect has the incapacitation trait. After attempting its save, the creature is temporarily immune to this ability until the start of the thanadaemon's next turn.

Soul Crush Two Actions (manipulate)

Requirements The thanadaemon has a soul gem


Effect The thanadaemon crushes the soul gem in one hand and gains Fast Healing 15 for 1 minute.


Divine Innate Spells (DC 34, +24 to hit)

1st Level: Detect Alignment (Good Only) (At Will)
4th Level: Dimension Door (At Will)
5th Level: Dimension Door
6th Level: Slow, Vampiric Exsanguination
7th Level: Air Walk (Constant), Finger of Death, Plane Shift (At Will; Self Plus Skiff and Passengers Only; Astral, Ethereal, and Evil Planes Only), Teleport, True Seeing (Constant)

Rituals

2nd Level: Create Undead


Also known as the deacons of death, thanadaemons represent death via old age. They are among the most patient daemons, and prefer to bide their time to enact far-reaching, decades-long plans rather than fight (though they are still deadly foes). Like the Horseman of Death, they ply the waters of the River Styx in search of wayward souls. Rarely are thanadaemons seen without a trademark oar (which they wield as a bo staff), a tool they use to navigate the river's muck-ridden channels and turbulent rapids.


Daemons form from the most despicable souls and personify forms of death.


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.