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Daemon, Astradaemon


Vaguely humanoid in shape, this gaunt fiend has the face of a hideous fish and a body of lanky limbs and writhing tendrils.

Astradaemon
CR 16

XP 76,800
NE Large outsider (daemon, evil, extraplanar)
Init +7; Senses darkvision 60 ft., deathwatch, true seeing; Perception +22
Aura soul siphon (10 ft.)

DEFENSE

AC 29, touch 17, flat-footed 21 (+7 Dex, +1 dodge, +12 natural, –1 size)
hp
212 (17d10+119)
Fort
+12, Ref +17, Will +14
Defensive Abilities
displacement; DR 10/good and silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 27

OFFENSE

Speed 90 ft., fly 90 ft. (good)
Melee
bite +23 (2d6+5 plus energy drain and grab), 2 claws +23 (1d8+5 plus energy drain), tail +18 (1d12+2 plus energy drain)
Space
10 ft.; Reach 10 ft. (15 ft. with tail)
Special Attacks
devour soul, energy drain (1 level, DC 25)
Spell-Like Abilities
(CL 17th; concentration +24)

Constantdeathwatch, displacement, true seeing
At willenervation, fear (DC21), greater teleport (self plus 50 lbs. of objects only), vampiric touch
3/daylocate creature, plane shift (DC 24)
1/dayenergy drain (DC 24), finger of death (DC 24), summon (level 6, 1d3 derghodaemons 50%)

STATISTICS

Str 21, Dex 25, Con 24, Int 14, Wis 15, Cha 24
Base
Atk +17; CMB +23; CMD 41
Feats
Combat Reflexes, Dodge, Flyby Attack, Iron Will, Mobility, Nimble Moves, Power Attack, Spring Attack, Weapon Finesse
Skills
Acrobatics +24 (+48 jump), Escape Artist +27, Fly +9, Intimidate +27, Knowledge (planes) +22, Perception +22, Sense Motive +22, Stealth +23, Survival +22
Languages
Abyssal, Infernal; telepathy 100 ft.

SPECIAL ABILITIES

Devour Soul (Su)

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, who 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).

Soul Siphon (Su)

If a Small or larger living creature dies within 10 feet of an astradaemon, the daemon gains 1d8 temporary hit points and a +2 bonus to Strength for 10 minutes. These bonuses stack with themselves. Incorporeal undead and living spirits traveling outside the body (such as a person using astral projection or magic jar) take 1d8 points of damage each round within the daemon’s aura.


ECOLOGY

Environment any (Abaddon or Astral Plane)
Organization solitary, pair, or pack (3–6)
Treasure standard

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.

Ecology Expanded

Diving out of the silver haze, this translucent, faintly phosphorescent humanoid appears to be some fusion of a gaunt, eyeless giant, eel, and a monstrous jellyfish. With exaggeratedly long limbs and nearly a dozen ghostly tentacles that extend from its back, shoulders, and upper arms, the creature grasps about at everything near it, tentacles twitching like the sensory organs of a deep-sea predator.

Astradaemons appear as ghostly, faintly phosphorescent, rail-thin humanoids with exaggeratedly long limbs. The fiends also have a seemingly random number of translucent tentacles trailing from their backs, shoulders, and upper arms, which wave and weave through the air.

Their bizarre forms possess heads that are skeletal, elongated, and vaguely piscine, reptilian, or canine, always bearing hungry rictus grins. Wicked, curved claws sprout from their hands and feet, and their tails move in rhythm with their tentacles, typically hanging toward the ground and almost doubling their length.

As the perpetually ravenous servitors of Abaddon’s archdaemons, the astradaemons’ touch is corruptive and damaging to the spiritual material of souls. Their touch and especially their bite can cause horrific damage, akin to that of a wraith, to anything they attack. Most feared, however, is their ability to utterly consume the souls of those killed in their proximity, feeding off of their essence or dragging it back to their fiendish overlords

Appearing blind at first glance, astradaemons have no visible eyes—what might have once been eye sockets are covered over by translucent hide. However, while any other creature might be considered crippled by such a deficiency, Abaddon’s soul-harvesters are unhampered by their condition. The fiends more than make up for lack of sight, sensing their environment through the constant movement of their tentacles—like the “vision” of many creatures who live in pitch darkness—and a supernatural awareness of souls.

Perhaps most disturbing, astradaemons exist in a uniquely translucent, semi-incorporeal state. This property also allows them to somehow transition between planes with ease, and they often use the ability to flee pursuit, especially after glutting themselves on stolen souls.

Astradaemons never speak and rarely use their telepathy to communicate with anything other than daemons.

Astradaemons are the artificial creations of more powerful daemons—the archdaemons, their greatest servitors, and a select number of non-aligned daemonic nobles. Though the gruesome and blasphemous details are restricted to the most powerful daemons, the process by which astradaemons form begins with the forced amalgamation and rendering down of dozens of mortal souls into a screaming, conscious slurry of quivering soul-stuff. Over days and weeks, the soul-mass experiences unimaginable tortures, until at the apex of its maddening experience its masters fuse it with the spirit of another daemon (always a sacrifice rather than a willing act, usually as a punishment). Once combined with this daemonic essence, ritual magic and their creators’ raw force of will then transmute the damned into their final twisted and blindly obedient form.

Just who first created the astradaemons is a mystery. Though the secret has since spread beyond the archdaemons, none of them claim the act as their own, leading some to attribute the act to one of their longsince deposed and now nameless predecessors, or even the mythical Oinodaemon.

Source Pathfinder Campaign Setting: Horsemen of the Apocalypse: Book of the Damned, Vol. 3 © 2011, Paizo Publishing, LLC; Author: Todd Stewart.
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang
Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim
Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob
McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,
Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material
by Jonathan Tweet, Monte Cook, and Skip Williams.