Rattling with each stride, this looming, horned, skeletal figure clutches a wicked staff. A seething glow burns in its eye sockets.
Thanadaemon CR 13
AC 27, touch 14, flat-footed 23 (+3 Dex, +1 dodge, +13 natural)
hp 172 (15d10+90)
Fort +11, Ref +12, Will +14
DR 10/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 24
Speed 30 ft.
Melee +2 quarterstaff +22/+17/+12 (1d6+9 plus energy drain) or2 claws +20 (1d4+5 plus energy drain)
Special Attacks draining weapon, energy drain (1 level, DC 21), fear gaze, soul crush
Spell-Like Abilities (CL 15th; concentration +19)
Constant—air walk, true seeing
At will—greater teleport (self plus skiff and passengers only), plane shift (self plus skiff and passengers only, Astral, Ethereal, and evil-aligned planes only)
3/day—animate dead, desecrate, enervation
1/day—summon (level 4, 1d4 hydrodaemons 80% or 1 thanadaemon 35%)
Str 21, Dex 16, Con 23, Int 17, Wis 17, Cha 18
Base Atk +15; CMB +20; CMD 34
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Iron Will, Lunge, Mobility, Power Attack
Skills Acrobatics +21, Bluff +22, Diplomacy +22, Intimidate +22, Knowledge (planes) +21, Knowledge (religion) +21, Perception +25, Sense Motive +25, Stealth +14, Survival +10
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
A thanadaemon’s energy drain attack functions through any melee weapon it wields.
A thanadaemon can crush a soul gem (see cacodaemon) as a standard action to gain fast healing 15 for 15 rounds. This action condemns the crushed soul to Abaddon—resurrecting this victim requires a DC 28 caster level check.
Environment any (Abaddon)
Organization solitary, pair, or council (3–11)
Treasure standard (+2 quarterstaff, other treasure)
While all daemons represent death in some fashion, thanadaemons, the Deacons of Death, represent the inevitable death through old age. Thanadaemons effortlessly work eerie skiffs along every pus- and bile-choked river in Abaddon, including the legendary River Styx. For the right price (typically 50 pp or 2 gems worth at least 300 gp each), a thanadaemon will even carry passengers on its skiff, yet those who travel with these fiends should beware—they frequently renegotiate the terms once they’ve got their passengers in dangerous realms.
About this Daemon Type…
The boatmen of the Styx serve Charon, the Horseman of Death, as manifestations of the inevitability of death by old age. Black-robed, skeletal figures with eyes like burning coals, thanadaemons ply the Styx on Abaddon and beyond with a familiarity few can match. Thanadaemons prove supremely patient, and unlike the majority of their kindred, are willing to deal with other beings, even mortals, should such clients pay their desired price. These daemons’ ability to teleport and even plane shift themselves, their skiffs, and passengers to any of the evil-aligned planes, the Ethereal Plane, and the Astral Plane makes for an enticing service. Should their price be met, they transport their fares, but should circumstances change or they feel they have the upper hand, they often demand more or abandon their fares upon a grim shore. Though dangerous combatants, thanadaemons are typically summoned to transport their conjurer.
Personification of Death: Old age.
Preferred Sacrifice: Objects worth at least 2,000 gp stolen from a crypt, or a lich’s phylactery.
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.