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MeladaemonCreature 11


LargeDaemonFiendUnholy
Source Pathfinder Monster Core 2
Perception +21 (darkvision, lifesense (imprecise) 30 feet)
Languages Common, Daemonic, Telepathy 100 Feet
Skills Acrobatics +20, Athletics +21, Deception +23, Intimidation +23, Religion +20, Stealth +23, Survival +19
Str +7, Dex +5, Con +6, Int +3, Wis +4, Cha +6

AC 31; Fort +23; Reflex +20; Will +19; +1 status to all saves vs. magic
HP 225
Speed 25 feet (fly 50 feet)
Immunities death effects
Weaknesses Holy 10

Jaws One Action +24 (+19, +14) to hit (magical, reach 10, unholy) 2d12+16 Piercing
Claw One Action +24 (+20, +16) to hit (agile, magical, reach 10, unarmed, unholy) 2d8+16 Slashing

Telepathy 100 feet (aura, magical, mental)

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 (Imprecise) 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.

+1 Status to All Saves vs. MagicConsumptive Aura (aura, divine)

20 feet. A meladaemon emanates an aura of intense hunger. Each round a creature begins its turn in the aura, it must attempt a DC 27 fortitude save. On a failure, the creature takes 1d6 void damage (2d6 void damage on a critical failure) and becomes Fatigued. This fatigue ends as soon as the creature eats any food.

Withering Opportunity Reaction

Trigger The meladaemon is attacked by an adjacent creature and the attack misses


Effect The meladaemon swipes at the triggering creature, which must immediately attempt a save against the meladaemon's withering touch.

Daemonic Famine (disease)

Saving Throw DC 29 fortitude

Stage 1 carrier with no ill effect (1 day)

Stage 2 Enfeebled 1 (1 day)

Stage 3 Enfeebled 2 (1 day)

Stage 4 as stage 3

Stage 5 Enfeebled 3 (1 week)

Stage 6 dead

Withering Touch (divine)

When the meladaemon hits with a claw Strike or a creature begins its turn Grabbed by the meladaemon, the creature must attempt a DC 30 fortitude save. On a failure, the creature takes 1d6 void damage and becomes Fatigued. This fatigue ends when the creature drinks.

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 31, +21 to hit)

1st Level: Fear, Force Barrage (At will), Phantom Pain
4th Level: Translocate, Translocate (At will)


Rituals

Blight


Meladaemons personify death by starvation and thirst, and revel in spreading the same despair that brought about their mortal demise. When they aren't blighting fields, massacring livestock, or tainting water supplies, they experiment on prisoners to study how long creatures can go without sustenance and the deleterious effects that result from such deprivation. Fiercely loyal to Trelmarixian, Horseman of Famine, they serve no other beings. They work alongside other daemons if Trelmarixian wills it, but are notoriously traitorous.


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.

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.