Library / Bestiary

Daemon, Astradaemon

CR 16.00 Outsider NE Large HD 17
Vaguely humanoid in shape, this gaunt fiend has the face of a hideous fish and a body of lanky limbs and writhing tendrils.

Believed to be creations of the Four Horsemen, astradaemons live out their existence in search of souls to harvest. These deadly creatures are ravening planar predators, openly hunting throughout the void for souls on which to feed. These voracious creatures are the personifications of death resulting from negative energy or level drain. Their vile touch drains life force from their enemies, and even perishing near them sates their thirst for life and souls.

HP
212 (17d10+119)
AC
29, touch 17, flat-footed 21 (+7 Dex, +1 dodge, +12 natural, -1 size)
Init
+7
Speed
90 ft., fly 90 ft. (good)
Fort
+12
Ref
+17
Will
+14
BAB
+17
CMB
+23
CMD
41
Melee
bite +23 (2d6+5 plus energy drain and grab), 2 claws +23 (1d8+5 plus energy drain), tail slap +18 (1d12+2 plus energy drain)
Space
10 ft.
Reach
10 ft. (15 ft. with tail)
DR
10/good and silver
SR
27
Defensive Abilities
displacement
Aura
soul siphon (10 ft.)
str
21
+5
dex
25
+7
con
24
+7
int
14
+2
wis
15
+2
cha
24
+7

Weapons: Martial, Simple

Devour Soul — As a standard action, an astradaemon that begins its turn with a grappled opponent can attempt to draw out and consume the soul of its victim, killing it instantly. This ability only works on living creatures, which may resist with a DC 25 Fortitude saving throw. The save is Constitution-based. For every 5 HD of the slain creature, the daemon gains a +1 profane bonus on attacks, saving throws, and checks for 24 hours. This ability does not consume all of the soul, and pieces of it still exist after the daemon completes its feast (enough to be able to resurrect the slain victim normally).

energy drain (1 level, DC 25)

Universal Monster Rules

Energy Drain (1 level, DC 25) Su from Universal Monster Rule
This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Unless otherwise specified in the creature's description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 the draining creature's racial HD + the draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

Special Abilities

Devour Soul from text
As a standard action, an astradaemon that begins its turn with a grappled opponent can attempt to draw out and consume the soul of its victim, killing it instantly. This ability only works on living creatures, which may resist with a DC 25 Fortitude saving throw. The save is Constitution-based. For every 5 HD of the slain creature, the daemon gains a +1 profane bonus on attacks, saving throws, and checks for 24 hours. This ability does not consume all of the soul, and pieces of it still exist after the daemon completes its feast (enough to be able to resurrect the slain victim normally).
Displacement from text

Feats, Traits & Items

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Flyby Attack from Feat

When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Mobility from Feat

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Situational: vs. attacks of opportunity caused by moving out of or within a threatened area: +4 dodge AC
Nimble Moves from Feat

Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.

Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Spring Attack from Feat

As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Weapon Finesse from Feat

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Acrobatics +24 (+48 jump), Escape Artist +27, Fly +9, Intimidate +27, Knowledge (planes) +22, Perception +22, Sense Motive +22, Stealth +23, Survival +22

spell-like abilities:
Constant—Deathwatch, Constant—Displacement (DC 20), Constant—True Seeing (DC 23), At will—Enervation, At will—Fear (DC 21), At will—Teleport, Greater, At will—Vampiric Touch, 3/day—Locate Creature, 3/day—Plane Shift (DC 24), 1/day—Energy Drain (DC 26), 1/day—Finger Of Death (DC 24)
Details
Type
Outsider
Alignment
NE
Size
Large
Environment
any (Abaddon or Astral Plane)
Organization
solitary, pair, or pack (3-6)
Treasure
standard
Senses
darkvision 60 ft., deathwatch, true seeing; Perception +22
Aura
soul siphon (10 ft.)
Languages
Abyssal, Infernal; telepathy 100 ft.
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
19 House/Core 1 Recognized publisher
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Flyby Attack (Feat) — cites Paizo Inc.
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Mobility (Feat) — core content under OGL 1.0a
  • Uses feat: Nimble Moves (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Spring Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Finesse (Feat) — core content under OGL 1.0a
  • Knows spell: Deathwatch (Spell) — core content under OGL 1.0a
  • Knows spell: Displacement (Spell) — core content under OGL 1.0a
  • Knows spell: True Seeing (Spell) — core content under OGL 1.0a
  • Knows spell: Enervation (Spell) — core content under OGL 1.0a
  • Knows spell: Fear (Spell) — core content under OGL 1.0a
  • Knows spell: Teleport, Greater (Spell) — core content under OGL 1.0a
  • Knows spell: Vampiric Touch (Spell) — core content under OGL 1.0a
  • Knows spell: Locate Creature (Spell) — core content under OGL 1.0a
  • Knows spell: Plane Shift (Spell) — core content under OGL 1.0a
  • Knows spell: Energy Drain (Spell) — core content under OGL 1.0a
  • Knows spell: Finger Of Death (Spell) — core content under OGL 1.0a
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