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Daemon, Astradaemon

Astradaemon
DAEMON, ASTRADAEMON – AI Generated Artwork – NightCafe Creator

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

Orginally posted on Pathfinder SRD

Astradaemons (pronounced AH-strah-day-mons) are daemons that swim through the River of Souls like aberrant sharks, snatching up unlucky souls for their evil masters. They personify death from negative energy, leeching the very life essence out of their victims.

Appearance

Astradaemons are unnaturally thin, translucent humanoids with spindly clawed limbs, a random number of twitching tentacles extending from their upper backs, and a long tail. They have a skeletal head like a fiendish gulper eel with two pairs of jaws.

History

The astradaemons were created in the depths of time by the Oinodaemon. Suspicious of the deacons created by his servants, the Four Horsemen, the Oinodaemon meshed together hundreds of mortal souls and the essences of lesser daemons to create the first astradaemons.

The astradaemons served as the Oinodaemon’s own race of deacons, harvesting souls from the Astral Plane to feed his undying hunger. It was the creation of the astradaemons, a clear sign of distrust from their leader, that planted the seed of resentment in the minds of the Horsemen and led to the Oinodaemon’s downfall. The majority of the astradaemons were slaughtered and the survivors enslaved by the Horsemen, who took the secret of their creation for themselves.

Abilities

As the perpetually ravenous servitors of Abaddon’s Four Horsemen, 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.

Ecology

Astradaemons hunt the souls of deceased mortals in the Astral Plane, dragging them back to Abaddon before they can be properly judged. They Fly through the astral medium in loose packs, dutifully following orders from the archdaemons but caring little for others of their own kind; rival packs of astradaemons have been known to tear each other to pieces. Astradaemons tend to subtly mimic the habits of their patron Horseman’s deacons.

In addition to stealing souls from the Astral, astradaemons also often serve more powerful daemons as assassins and executioners. They may be summoned by mortal spellcasters for the same purposes, but afterwards, summoned astradaemons seek out their former masters for revenge – either in this life or the next.

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 Dexterity, +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 +20)

Constant – deathwatch, displacement, true seeing

At will – enervation, fear (DC21), greater teleport (self plus 50 lbs. of objects only), vampiric touch

3/day – locate creature, plane shift (DC 24)


1/day – energy drain (DC 24), finger of death (DC 24), summon (level 6, 1d3 derghodaemons 50%)

STATISTICS
Strength 21, Dexterity 25, Constitution 24, Intelligence 14, Wisdom 15, Charisma 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 +11, Intimidate +27, Knowledge (planes) +22, Perception +22, Sense Motive +22, Stealth +23, Survival +22

Languages Abyssal, Infernal; telepathy 100 ft.
ECOLOGY
Environment any (Abaddon or Astral Plane)

Organization solitary, pair, or pack (3-6)

Treasure standard
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, which may resist with a DC 27 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. 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.

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