Daemon, Vulnudaemon
These deceptive daemons personify death resulting from murder accented with betrayal. Most often formed from the souls of evil creatures killed by family or friends, vulnudaemons spread their insanity throughout the worlds by deceiving and killing all creatures they meet.
Vulnudaemons stalk their prey, infecting them with a sense of impending doom and watching their reactions, learning their responses before attacking and savoring their death. These daemons serve as excellent assassins, hiding in the shadows before debilitating their enemies, or striking from the protection of invisibility in order to deliver the killing blow. When facing stronger enemies, vulnudaemons seek to wear them down through a series of attacks, nicking at them and darting off, then repeating the process until their opponents bleed out.
Vulnudaemons often find themselves called to the Material Plane by cultists of deities associated with murder and assassination. These cultists often see vulnudaemons as sacred creatures favored by their deity, and rather than simply use the daemons as assassins, cultists often grant them a shocking degree of freedom to wander the region as they will, picking victims to fit their own agendas and murdering whomever they wish. Cultists who conjure vulnudaemons into the world usually take care to show the daemons a secret hand sign or other code that members of the cult can show them, lest the monsters decide to target one of the believers for an attack. Whether or not an accidentally targeted cultist has the time to flash her safety sign to the daemon should the creature attack her at a later date is, of course, another matter.
Vulnudaemons stand 3 feet tall and weigh 25 pounds.
- HP
- 39 (6d10+6)
- AC
- 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
- Speed
- 30 ft.
- Init
- +3
- Melee
- short sword +10/+5 (1d4+2/19-20 plus bleed), bite +5 (1d3+1)
- BAB
- +6
- CMB
- +7
- CMD
- 20
- Fort
- +6
- Ref
- +5
- Will
- +6
- DR
- 5/good or silver
Weapons: Martial, Simple
bleed (1d4)
sneak attack +1d6
Ability Focus (aura of doom), Combat Casting, Weapon Finesse
<p class="stat-block-1"> You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.</p>
<p class="stat-block-1"> 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.</p>
Bluff +12, Diplomacy +10, Fly +11, Knowledge (arcana) +7, Knowledge (planes) +8, Perception +10, Sense Motive +10, Spellcraft +8, Stealth +16
- Type
- Outsider
- Alignment
- NE
- Size
- Small
- Environment
- any (Abaddon)
- Organization
- solitary, pair, or murder (3-12)
- Treasure
- standard
- Senses
- darkvision 60 ft., detect good, detect magic; Perception +10
- Languages
- Abyssal, Draconic, Infernal; telepathy 100 ft.
- Source
- Bestiary 3
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Uses feat: Combat Casting (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Finesse (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Detect Good (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Blur (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Death Knell (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Invisibility (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Minor Image (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Inflict Critical Wounds (Spell)House/Core — covered by the site's Section 15.
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