Daemon FormSpell 6
Source Pathfinder Secrets of Magic
Traditions Arcane, Divine
Cast (somatic, verbal)
Duration 1 minute
You infuse yourself with the corrupting death and pure malevolence of Abaddon, transforming into a Large daemon battle form. You must have enough space to expand into or the spell is lost. When you cast this spell you choose either ceustodaemon, leukodaemon, meladaemon, or piscodaemon. The battle form is Medium if you choose ceustodaemon. While in this form, you gain the daemon and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell.
You gain the following statistics and abilities regardless of the form that you choose:
- AC = 21 + your level. Ignore your armor check's penalty and Speed reduction.
- 15 temporary Hit Points and weakness 5 to good.
- A +2 status bonus to all saving throws against death effects.
- Resistance 10 to poison.
- Darkvision.
- One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +21, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
- Athletics modifier of +23, unless your own modifier is higher.
You also gain specific abilities based on the type of Daemon you choose:
- Ceustodaemon Speed 25 feet;
- Melee jaws (reach 10 feet), Damage 2d10+10 piercing plus 1d6 evil;
- Melee claw (agile, reach 10 feet), Damage 2d6 slashing plus 1d6 evil;
- Any successful jaws or claw Strike deals an additional 1d6 damage, and you take the same amount of damage.
Spell Effect: Daemon Form (Ceustodaemon)
- Leukodaemon Speed 25 feet, fly 40 feet; +2 status bonus to saves against diseases;
- Melee jaws (reach 10 feet), Damage 2d10+10 piercing plus 1d6 evil;
- Melee claw (agile, reach 10 feet), Damage 2d6 slashing plus 1d6 evil;
- Ranged composite longbow (deadly d10, range increment 100 feet, volley), Damage 2d8 piercing plus 1d6 evil.
Spell Effect: Daemon Form (Leukodaemon)
- Meladaemon Speed 25 feet, fly 40 feet;
- Melee jaws (reach 10 feet), Damage 2d10+10 piercing plus 1d6 evil;
- Melee claw (agile, reach 10 feet), Damage 1d8 slashing plus 1d6 evil and 1d6 negative, and you can spend an action after a hit to Grab the target.
Spell Effect: Daemon Form (Meladaemon)
- Piscodaemon Speed 25 feet, swim 40 feet;
- Melee claw, Damage 2d10+10 piercing plus 1d6 evil and 1d6 persistent bleed, and you can spend an action after a hit to Grab the target;
- Melee tentacle (agile), Damage 2d6 bludgeoning plus 1d6 evil and 1d6 poison.
Spell Effect: Daemon Form (Piscodaemon)
Traits
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.
TransmutationEffects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.
EvilEvil effects often manipulate energy from evil-aligned Outer Planes and are antithetical to good divine servants or divine servants of good deities. A creature with this trait is evil in alignment. An ability with this trait can be selected or used only by evil creatures.
PolymorphThese effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry. If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.