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ThanadaemonCreature 13


MediumDaemonFiendUnholy
Source Pathfinder Monster Core 2
Perception +26 (darkvision, truesight (precise) 60 feet)
Languages Common, Daemonic, Telepathy 100 Feet
Skills Lore +24, Arcana +22, Deception +26, Intimidation +26, Religion +22
Str +6, Dex +6, Con +4, Int +3, Wis +5, Cha +7

AC 34; Fort +21; Reflex +23; Will +26; +1 status to all saves vs. magic
HP 270
Speed 25 feet (Air Walk 25 feet)
Immunities death effects
Weaknesses Holy 10

Bo Staff One Action +28 (+23, +18) to hit (magical, parry, reach 10, trip, unholy) 2d8+16 Bludgeoning
Claw One Action +27 (+23, +19) to hit (agile, finesse, magical, unarmed, unholy) 3d6+17 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.

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. MagicTerrifying Gaze (aura, divine, emotion, fear, mental, visual)

30 feet. When a creature ends its turn in the aura, it must attempt a DC 30 will save. If the creature fails, it becomes Frightened 2. The creature is then temporarily immune to terrifying gaze (but not Focus Gaze) for 24 hours.

Draining Strike (divine)

When a thanadaemon damages a living creature with a melee Strike, the creature must succeed at a DC 33 fortitude save or become Drained 1. Further damage dealt by the thanadaemon increases the drained condition value by 1 on a failed save, to a maximum of drained 4.

Focus Gaze One Action (concentrate, divine, fear, visual)

The thanadaemon glares at a single creature they can see within 30 feet. If the target wasn't already Frightened, they must immediately attempt a DC 33 will save against the thanadaemon's terrifying gaze. If the target was already frightened, they must attempt a DC 33 will save or become Fleeing for 1d4 rounds; this second effect has the incapacitation trait. After attempting its save, the creature is temporarily immune to this ability until the start of the thanadaemon's next turn.

Soul Crush Two Actions (manipulate)

Requirements The thanadaemon has a soul gem


Effect The thanadaemon crushes the soul gem in one hand and gains fast healing 15 for 1 minute.

Effect: Soul Crush (Healing)


Divine Innate Spells (DC 34, +24 to hit)

3rd Level: Slow
4th Level: Translocate, Translocate (At Will)
6th Level: Teleport, Truesight (Constant), Vampiric Exsanguination
7th Level: Execute, Interplanar Teleport (at will; self plus skiff and passengers only; Astral, Ethereal, and unholy planes only)


Rituals

Create Undead


Also known as the deacons of death, thanadaemons represent death via old age. They are among the most patient daemons, and prefer to bide their time to enact far-reaching, decades-long plans rather than fight (though they are still deadly foes). Like the Horseman of Death, they ply the waters of the River Styx in search of wayward souls. Rarely are thanadaemons seen without a trademark oar (which they wield as a bo staff), a tool they use to navigate the river's muck-ridden channels and turbulent rapids.


Daemons form from the most despicable souls and personify forms of death.


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.