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CR 13

Daemon, Thanadaemon

NE Medium outsider, daemon, evil, extraplanar
Initiative: +7 Senses: darkvision 60 ft., true seeing; Perception +25

Rattling with each stride, this looming, horned, skeletal figure clutches a wicked staff. A seething glow burns in its eye sockets.

Defense

AC: 27, touch 14, flat-footed 23 (+3 Dex, +1 dodge, +13 natural)
HP: 172 (15d10+90)
Fortitude: +11 Reflex: +12 Will: +14
Defensive Abilities: Resist cold 10, electricity 10, fire 10 Immune: acid, death effects, disease, poison DR: 10/good SR: 24

Offense

Speed: 30 ft
Melee: +2 quarterstaff +22/+17/+12 (1d6+9 plus energy drain)   or2 claws +20 (1d4+5 plus energy drain)
Special Attacks: draining weapon, energy drain (1 level, DC 21), fear gaze, soul crush
Spell-like Abilities: (CL 15th; concentration +19)   Constant—air walk, true seeing   At will—greater teleport (self plus skiff and passengers only), plane shift (self plus skiff and passengers only, Astral, Ethereal, and evil-aligned planes only)   3/day—animate dead, desecrate, enervation   1/day—summon (level 4, 1d4 hydrodaemons 80% or 1 thanadaemon 35%)

Statistics

Str 21, Dex 16, Con 23, Int 17, Wis 17, Cha 18
Base Attack: +15 CMB: +20 CMD: 34
Feats: Alertness, Blind-Fight, Dodge, Improved Initiative, Iron Will, Lunge, Mobility, Power Attack
Skills: Acrobatics +21, Bluff +22, Diplomacy +22, Intimidate +22, Knowledge (planes) +21, Knowledge (religion) +21, Perception +25, Sense Motive +25, Stealth +14, Survival +10
Languages: Abyssal, Draconic, Infernal; telepathy 100 ft.

Ecology

Environment: any (Abaddon)
Organization: solitary, pair, or council (3–11)
Treasure: standard (+2 quarterstaff, other treasure)   XP 25,600

While all daemons represent death in some fashion, thanadaemons, the Deacons of Death, represent the inevitable death through old age. Thanadaemons effortlessly work eerie skiffs along every pus- and bile-choked river in Abaddon, including the legendary River Styx. For the right price (typically 50 pp or 2 gems worth at least 300 gp each), a thanadaemon will even carry passengers on its skiff, yet those who travel with these fiends should beware—they frequently renegotiate the terms once they’ve got their passengers in dangerous realms.   SPECIAL ABILITIES   Draining Weapon (Su) A thanadaemon’s energy drain attack functions through any melee weapon it wields.   Fear Gaze (Su) Cower in fear for 1d6 rounds, 30 feet, Will DC 21 negates. This is a mind-affecting fear effect. The save DC is Charisma-based.   Soul Crush (Su) A thanadaemon can crush a soul gem (see cacodaemon) as a standard action to gain fast healing 15 for 15 rounds. This action condemns the crushed soul to Abaddon—resurrecting this victim requires a DC 28 caster level check.


Created by

GalloEX.

System

Pathfinder 1e

Statblock Type

Monster / NPC

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