Daemon, Phasmadaemon

This serpentine monstrosity has the long snout of a crocodile, ram’s horns, and mantis claws projecting from its sinuous body.

Phasmadaemon CR 17

XP 102,400
NE Large outsider (daemon, evil, extraplanar)
Init +11; Senses darkvision 60 ft., deathwatch, true seeing; Perception +30
Aura frightful presence (60 ft., DC 27)


AC 32, touch 17, flat-footed 24 (+7 Dex, +1 dodge, +15 natural, –1 size)
hp 264 (23d10+138)
Fort +19, Ref +14, Will +19
Immune acid, death effects, disease, fear, poison; Resist cold 10, electricity 10, fire 10; SR 28


Speed 30 ft., fly 40 ft. (good)
Melee bite +30 (3d8+8/19–20 plus grab), 2 claws +30 (2d6+8), tail slap +25 (2d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks consume fear, constrict (2d6+8), rend (2 claws, 2d6+12)
Spell-Like Abilities (CL 18th; concentration +24)

Constantdeathwatch, true seeing
At willgreater teleport (self plus 50 lbs. of objects only), persistent image (DC 21)
3/daygreater shadow conjuration (DC 23), greater shadow evocation (DC 24), mirage arcana (DC 21), nightmare (DC 21), permanent image (DC 22), quickened phantasmal killer (DC 20)
1/daymislead (DC 22), summon (level 8, 1 temerdaemon or 1d3 suspiridaemons 50%), symbol of fear (DC 22), weird (DC 25)


Str 26, Dex 25, Con 23, Int 17, Wis 18, Cha 22
Base Atk +23; CMB +32 (+36 grapple); CMD 50 (can’t be tripped)
Feats Combat Casting, Combat Reflexes, Dodge, Greater Spell Penetration, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Iron Will, Quicken Spell-Like Ability (phantasmal killer), Spell Penetration, Vital Strike
Skills Bluff +32, Fly +35, Intimidate +32, Knowledge (arcana, planes) +29, Perception +30, Sense Motive +30, Spellcraft +29, Stealth +29
Languages Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ compression, tangible horror


Consume Fear (Su)

As a standard action, a phasmadaemon that begins its turn grappling an opponent can attempt to feed on the creature’s mortality and innate terror. Any creature that does not succeed at a DC 27 Will save takes 1d6 points of Charisma drain and becomes shaken for 2d4 rounds; in addition, the phasmadaemon gains 5 temporary hit points for every point of Charisma drain dealt this way.

If the creature being grappled is already panicked at the beginning of the phasmadaemon’s turn, it must instead succeed at a DC 27 Fortitude save or be slain instantly by the phasmadaemon, which gains a +4 profane bonus on attack rolls, saving throws, and checks for 24 hours as a result of feeding on the death fears of its victim. The save DCs are Charisma-based.

Tangible Horror (Su)

A phasmadaemon’s illusion abilities are partially real at a level above and beyond those normally conjured forth by similar illusion spells. If a creature succeeds at its Will save to disbelieve either a phasmadaemon’s greater shadow conjuration or greater shadow evocation spell-like ability, the conjured or evoked spell has 80% of the normal effect or is 80% likely to occur, rather than 60%.


Environment any (Abaddon)
Organization solitary, pair, or cabal (3–4)
Treasure standard

Among the most powerful members of daemonkind, the phasmadaemons personify death by fright, and conjure powers of illusion so terrifying that they steal the life from their victims. A phasmadaemon is 25 feet long from snout to tail, but can compress itself into surprisingly small areas thanks to its strange, elastic anatomy. It weighs half a ton.

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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