Daemon, Lacridaemon

The face of this gray-skinned humanoid stretches in a manic grin, even though it weeps steaming tears. Frost crusts its flesh.

Lacridaemon CR 3

XP 800
NE Medium outsider (daemon, evil, extraplanar)
Init +7; Senses darkvision 60 ft., detect good, detect magic; Perception +8
Aura weeping (100 ft.)


AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 30 (4d10+8)
Fort +6, Ref +4, Will +5
DR 5/good or silver; Immune acid, cold, death effects, disease, poison; Resist electricity 10, fire 10; SR 14


Speed 40 ft.
Melee bite +5 (1d4+1 plus 1d4 cold and poison), 2 claws +6 (1d4+1 plus 1d4 cold)
Special Attacks poisonous tears
Spell-Like Abilities (CL 4th; concentration +5)

Constantdetect good, detect magic, pass without trace
3/dayoverwhelming grief (DC 15), teleport (self plus 50 lbs. of objects only)
1/dayhold person (DC 14), invisibility, snare, summon (level 3, 1 lacridaemon 50%)


Str 12, Dex 17, Con 14, Int 11, Wis 13, Cha 12
Base Atk +4; CMB +5; CMD 18
Feats Improved Initiative, Weapon Focus (claw)
Skills Acrobatics +10, Bluff +8, Climb +8, Perception +8, Sense Motive +8, Stealth +10
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.


Poisonous Tears (Su)

A lacridaemon’s tears are poisonous to other creatures. As a swift action that provokes attacks of opportunity, a lacridaemon can coat both of its claws with its tears, giving its next attack the possibility of poisoning its victim. In order to use this ability, a lacridaemon must attack with its claws on the same round it applies its tears; after that time, the tears lose their potency. A lacridaemon’s bite attack is always treated as having its poisonous tears applied to it. The save DC is Constitution-based.

Lacridaemon Poison: Bite—injury; save Fortitude DC 14; frequency 1/round for 6 rounds; effect 1 Wis damage plus staggered for 1 round; cure 2 consecutive saves.

Weeping Aura (Su)

A lacridaemon is surrounded by the muffled sounds of a crying child. These whimpers sound as if they’re coming from all directions at once, disorienting those within 100 feet of the lacridaemon. Any creature that enters this area must succeed at a DC 13 Will saving throw or take a –5 penalty on Survival checks to avoid becoming lost for 24 hours. A lacridaemon can suppress or reactivate its aura as a free action, and the effects from multiple lacridaemon auras stack (up to a maximum penalty of –20). This aura is a sonic mind-affecting effect. The save DC is Charisma-based.


Environment any (Abaddon)
Organization solitary, pair, or lurk (3–6)
Treasure standard

Among the least powerful of all daemons, lacridaemons personify death by neglect or exposure to the elements, such as that suffered by those who become lost in the wilderness and die far from help, or unfortunates who become trapped in an enclosed space (like a collapsed mine) and are left alone to slowly expire.

Lacridaemons’ despair is in stark contrast to their savage nature. If they’re given any opportunity, they viciously lash out, furiously attacking their mortal victims.

In death, lacridaemons continue to suffer just as their mortal incarnations did in their last days of life, consumed by feelings of abandonment, self-pity, and a gnawing sense of loneliness. They often spawn from the souls of evil mortals who died alone and abandoned—exiled criminals, reclusive and corrupt nobles, or those who died from intense exposure to the natural elements (whether the blistering heat of the desert or the ravaging cold of the arctic), such as by freezing to death or dying of thirst.

A lacridaemon stands just under 6 feet tall but weighs only 90 pounds.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.

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