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PurrodaemonCreature 18


LargeDaemonEvilFiendUnholy
Source Pathfinder Bestiary 2
Perception +33 (darkvision, truesight (precise) 60 feet)
Languages Common, Daemonic, Telepathy 100 Feet
Skills Lore +32, Athletics +37, Intimidation +35, Religion +30, Stealth +34, Survival +33
Str +9, Dex +6, Con +7, Int +4, Wis +7, Cha +7

AC 43; Fort +33; Reflex +30; Will +29; +1 status to all saves vs. magic
HP 335
Speed 25 feet (fly 50 feet)
Immunities bleed, death effects
Weaknesses Holy 15
Resistances Piercing 15

Glaive One Action +37 (+32, +27) to hit (deadly d8, evil, forceful, magical, reach 15, unholy) 3d8+17 Slashing + 4d6 Bleed
Hurled Weapon One Action +35 (+30, +25) to hit (deadly d10, evil, magical, propulsive, unholy) 2d10+12 Piercing + 4d6 Bleed

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.

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. MagicHurl Weapon One Action (divine)

The purrodaemon causes a weapon that has steeped in their flesh (see Steep Weapon) to telekinetically launch from their flesh. The purrodaemon makes a hurled weapon Strike without using their hands.

Recall Weapon One Action

Requirements A steeped weapon that's no longer sheathed in the purrodaemon's body is within 120 feet of the daemon


Effect The steeped weapon swiftly flies through the air to resheath itself in the purrodaemon's body. If a creature is along this flight path, the purrodaemon can make a hurled weapon Strike against the target; if it hits, the weapon drops to the ground in a square adjacent to the creature.

Steep Weapon One Action (manipulate)

The purrodaemon sheathes a weapon in their own flesh. This deals no damage to the purrodaemon, which can have up to 10 weapons sheathed in their body at a time. A steeped weapon must be one that deals piercing or slashing damage.

If a purrodaemon Interacts to crush a soul gem, one weapon of their choice sheathed in their flesh becomes enchanted with the daemon's fiendish power and becomes a +2 greater striking weapon that can be used in place of their glaive or hurled at targets (with a +2 item bonus to the hurled weapon's attack modifier and an extra d10 of damage). This magical quality fades 24 hours after it ceases being sheathed in the daemon's living body. A steeped weapon can be Disarmed.

Twist the Blade Reaction

Requirements The purrodaemon has fewer than 10 weapons sheathed in their body

Trigger The purrodaemon is hit with a weapon that deals piercing damage


Effect The purrodaemon seizes the triggering weapon. The weapon's wielder must attempt a DC 40 reflex save. On a failure, the weapon is disarmed and falls to an adjacent square. On a critical failure, the weapon is sheathed in the purrodaemon's body as though the daemon had used Steep Weapon.


Divine Innate Spells (DC 37, +27 to hit)

1st Level: Detect Alignment (At will) (Good only)
4th Level: Dimension Door (At will)
5th Level: Dimension Door, Flame Strike
6th Level: True Seeing (Constant)
7th Level: Teleport
9th Level: Bind Soul, Blade Barrier, Chain Lightning


Few creatures embody war's sheer amount of bloodshed and loss of life as deeply as the purrodaemons, deacons of war. These giant humanoid daemons are bedecked in black, unholy armor, with weapons piercing their flesh at every opening. Far from wounds, however, these weapons are the purrodaemon's arsenal. A purrodaemon can, with frightening swiftness and nauseating ease, extract a weapon from its own flesh as though drawing a sword from a sheath, and their blood is so tainted with evil that weapons steeped in it become powerful tools of war.


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.