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Agent of the Gray QueenCreature 19


RareLargeDaemonEvilFiendUnholy
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +32 (darkvision, lifesense (precise) 30 feet, truesight (precise) 60 feet)
Languages Common, Daemonic, Telepathy 100 Feet
Skills Acrobatics +33, Deception +33, Intimidation +38, Religion +31, Stealth +33, Survival +31
Str +5, Dex +6, Con +7, Int +2, Wis +4, Cha +7

AC 43; Fort +31; Reflex +35; Will +30; +1 status to all saves vs. magic
HP 290
Speed 60 feet (fly 60 feet)
Immunities death effects, void
Weaknesses Holy 20

Jaws One Action +36 (+31, +26) to hit (magical, reach 10, unarmed, unholy) 4d8+9 Piercing
Claw One Action +32 (+28, +24) to hit (agile, magical, reach 10, unarmed, unholy) 4d6+9 Slashing
Tail One Action +32 (+27, +22) to hit (evil, magical, reach 15, unholy) 4d10+9 Bludgeoning

Telepathy 100 feet (aura, 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 30 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

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. MagicDisplacement (divine, illusion, visual)

An astradaemon bends light, appearing shifted from its true position, though still in the same space.

Creatures targeting the astradaemon must attempt a DC 11 flat check, as if the astradaemon were hidden, even though it remains observed.

Effects such as the Blind-Fight feat and halfling's Keen Eyes that apply on the flat check against hidden creatures also apply against a displaced astradaemon.

Soul Siphon (aura, divine, force)

30 feet. An astradaemon draws power from the souls of the recently slain. If a Small or larger living creature dies within its aura, the astradaemon gains 5 temporary Hit Points and a +1 status bonus to attack and damage rolls for 1 round, unless the creature was slain by an astradaemon's Devour Soul ability.

Incorporeal undead and living spirits traveling outside the body take 1d8 force damage each round within the daemon's aura from the spiritual pressure as the astradaemon pulls in fragments of their soul.

Effect: Soul Siphon

Essence Drain (divine, void)

When an astradaemon hits with its claw, jaws, or tail, it drains the target's spiritual and vital essences.

The target takes 2d10 void damage and the astradaemon regains an equal number of Hit Points. The target must succeed at a DC 37 fortitude save or become Doomed 1 and Drained 1.

If the target was already drained or doomed, it instead increases both conditions' value by 1, to a maximum of 4.

Mortal Shell Two Actions (divine)

Requirements The astradaemon has killed a Large or smaller creature with Overtake Soul within the past 24 hours and that creature is within the daemon's reach


Effect The astradaemon takes over and wears the body of their victim. This automatically creates a disguise to allow the astradaemon to Impersonate the target creature. The body has a number of Hit Points equal to 3 times the level of the creature. Any damage targeting the astradaemon damages the body first. Once the body is reduced to 0 Hit Points, it's destroyed and forces the astradaemon out, back to the daemon's normal form. If the astradaemon takes any spirit damage while wearing the body, the damage is dealt to the astradaemon directly and it must succeed at a DC 5 flat check or be forced out of the body. Additionally, Disjunction and Dispel Magic can force the astradaemon out of the body with a successful counteract check against DC 41.

While wearing the disguise, the astradaemon's attacks use the reach of the body it inhabits, and its size changes to match that of the creature whose soul it consumed. Additionally, the astradaemon is Clumsy 2 and Enfeebled 4 while wearing the disguise. (These penalties haven't been incorporated into this stat block.)

Overtake Soul One Action (death, divine, incapacitation)

Requirements The astradaemon hasn't used an action with the attack trait yet this turn.


Effect The astradaemon draws out and consumes the soul of a living creature it has Grabbed. The creature must succeed at a DC 39 fortitude save or instantly die. If it dies, the astradaemon gains 10 temporary Hit Points.

Effect: Overtake Soul

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Divine Innate Spells (DC 41, +33 to hit)

1st Level: Detect Alignment (At Will) (Good Only)
4th Level: Dimension Door (At Will)
5th Level: Dimension Door
6th Level: True Seeing (Constant)
7th Level: Finger of Death, Plane Shift
8th Level: Discern Location
9th Level: Massacre



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Daemon

A family of fiends spawned on the desolate plane of Abaddon, most daemons are irredeemably unholy. They typically have darkvision and weakness to holy.

Fiend

Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.