VenedaemonCreature 5
Source Pathfinder Monster Core
Perception +12 (darkvision, smell magic (imprecise) 60 feet)
Languages Aklo, Chthonian, Common, Daemonic, Diabolic, Draconic, Requian, Telepathy 100 Feet
Skills Lore +14, Acrobatics +13, Arcana +16, Deception +12, Occultism +14, Religion +13
Str +2, Dex +4, Con +2, Int +5, Wis +3, Cha +3
AC 21; Fort +9; Reflex +11; Will +14; +1 status to all saves vs. magic
HP 75
Speed 25 feet
Immunities death effects
Weaknesses Holy 5
Tentacle
+13 (+9, +5) to hit (agile, finesse, magical, reach 10, unarmed, unholy) 2d6+5 BludgeoningTelepathy 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.
Smell Magic (Imprecise) 60 feetA venedaemon is aware of magical items and active spells as an imprecise sense. The subtle differences in these scents reveal the tradition and traits of the magic.
+1 Status to All Saves vs. MagicResidual Force
(arcane, force)Requirements The venedaemon's most recent action was to cast a spell
Effect Fading runes cling to the venedaemon's tentacles. The venedaemon makes a tentacle Strike that has a reach of 20 feet and deals 2d4 additional force damage.
Soul SpellIf a venedaemon ingest a soul gem from a cacodaemon, they can recover an expended spell slot instead of gaining fast healing. The spell slot's rank can be no higher than half the level of the creature whose soul was consumed, rounded up.
Twisted Whispers
(arcane, auditory, concentrate, linguistic, mental)The venedaemon whispers to a creature within 15 feet, which must succeed at a DC 22 will save or be Stupefied 2 for 1 minute (or Stupefied 3 on a critical failure).
Regardless of the results of the save, the creature is immune to Twisted Whispers for 24 hours.
Arcane Spontaneous Spells (DC 22, +14 to hit)
Cantrips (3rd Level): Electric Arc, Shield, Sigil, Telekinetic Hand, Void Warp
1st Level (4 slots): Enfeeble, Fear, Force Barrage, Illusory Disguise
2nd Level (4 slots): Blazing Bolt, Dispel Magic, Invisibility, Noise Blast
3rd Level (3 slots): Fireball, Levitate, Paralyze
4th Level: Translocate
Those killed by magic or killed in the pursuit of magic can arise as venedaemons. Although among the weaker daemons, these robed figures can often be seen serving as researchers or clerks throughout the plane. Even within the mortal Universe, scholars barter souls or arcane knowledge with venedaemons for their secrets and assistance.
Denizens of the bleak and terrible plane of Abaddon, daemons are shaped by and devoted to the destruction of life in all its forms. They seek the death of every mortal being by the most painful and horrible means possible, in service to the Apocalypse Riders. Each kind of daemon represents a different way to die, and their powers are nearly always aimed at spreading that particular form of death. Through the use of these powers, they seek to drag all existence down into a pit of hopelessness and despair, and to commit all souls to oblivion.
While mortals who summon daemons usually seek to use the creatures' destructive and corrupting powers for their own ends, daemons always look for ways to spread fear, doubt, and despair wherever they go. Often, daemons disguise their plots as the workings of other fiends, knowing that such confusion compounds mortals' fear and keeps those mortals from bringing the most effective weapons. As a result, learned mortals sometimes refer to daemons as "riders" after their leaders or "soul mongers" after their largest industry.
While many fiends seek to tempt mortals into lives of nihilistic evil to increase their own numbers and power on their native planes, daemons are further driven by a supernatural hunger for mortal souls and use a variety of methods—not least of which is the cacodaemons' soul gems—to entrap them. On Abaddon and in other forbidding places across the multiverse, souls are simultaneously a delicacy, a trade good, and a source of magical power, and the daemons are among the greatest gluttons, merchants, and abusers of this spiritual "resource."
Traits
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.
DaemonA family of fiends spawned on the desolate plane of Abaddon, most daemons are irredeemably unholy. They typically have darkvision and weakness to holy.
FiendCreatures 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.
UnholyEffects 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.