Daemon, Astradaemon
“Meet the soul-devouring astradaemon: a terrifying, semi-incorporeal predator that feasts on life itself, leaving destruction in its wake!”
An astradaemon is a horrifying fiend from the darkest corners of the planes, embodying the very essence of death and the annihilation of life. These large, gaunt, humanoid creatures stand over 9 feet tall, their bodies thin and skeletal with pale, semi-transparent skin that seems to shimmer with an unsettling aura. Their faces are voids of emotion and lack visible eyes, instead using their heightened senses to detect souls through their tendrilsālong, ghostly tentacles that extend from their bodies, constantly moving in search of life. Their appearance is both disturbing and alien, with jagged features, sharp talons, and wings that seem more like the shadows of death than functional appendages. The astradaemonās presence is often accompanied by a chilling cold, a harbinger of the death they bring.
These beings are relentless hunters, drawn to the plane of existence by the scent of souls ripe for the taking. Typically, astradaemons make their home in Abaddon, a plane steeped in destruction, or within the vast emptiness of the Astral Plane, where they can easily navigate between worlds in search of new prey. Their lairs are often desolate and devoid of life, mirroring the emptiness they embody. Unlike most fiends, they don’t form communities or hierarchies; they are solitary or work in small packs, moving across planes to hunt and consume the life force of their victims.
The astradaemon’s modus operandi is straightforward yet horrifying: they target creatures with strong life forces, draining them of energy through their touch and draining their very essence. Their powers, like Devour Soul, allow them to consume the soul of a living being, killing it instantly. Once a creature is drained, the daemon becomes stronger, gaining temporary boosts in strength and vitality from the souls it devours. These fiends are known for their ability to quickly overpower prey, using their Energy Drain to sap the vitality of multiple targets and rendering them weak before delivering the fatal blow. In battle, they are merciless and efficient, taking pleasure in the suffering of their victims.
Motivated by an unrelenting hunger, astradaemons serve as embodiments of the darkest aspects of negative energy, relentlessly feeding to maintain and grow their power. Their consumption of souls is not just for sustenance but is tied to a deeper, cosmic purposeāthey exist to extinguish life, to bring about the ultimate annihilation of existence. Unlike demons who revel in chaos or devils who seek to corrupt, astradaemons are driven by an insidious need to consume, to extinguish the light of life from every corner of the universe. This makes them terrifying agents of death, working either independently or as pawns in the hands of greater evil beings. The astradaemon does not seek to rule or conquer; it simply seeks to devour.
Astradaemon 5e
Astradaemon Pathfinder
Astradaemon
Medium Fiend (Demon), Chaotic Evil
Armor Class: 18 (Natural Armor)
Hit Points: 225 (30d8 + 90)
Speed: 40 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 16 (+3) | 17 (+3) | 14 (+2) | 16 (+3) | 20 (+5) |
Saving Throws: Dex +7, Wis +7, Cha +9
Skills: Perception +7, Intimidation +9
Damage Resistances: Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses: Truesight 120 ft., Passive Perception 17
Languages: Abyssal, telepathy 120 ft.
Challenge: 15 (13,000 XP)
Traits
Aura of Dread (Fear Aura): Creatures within 30 feet of the astradaemon must succeed on a DC 17 Wisdom saving throw at the start of their turn or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success.
Life Drain Absorption: Whenever the astradaemon reduces a creature to 0 hit points, it regains 20 hit points and gains advantage on attack rolls, saving throws, and ability checks until the end of its next turn.
Tentacle Reach: The astradaemonās spectral tentacles extend unnaturally, increasing its reach by 10 feet.
Magic Resistance: The astradaemon has advantage on saving throws against spells and other magical effects.
Soul Siphon (Recharge 5ā6): As a bonus action, the astradaemon targets one creature within 30 feet. That creature must succeed on a DC 17 Constitution saving throw or take 36 (8d8) necrotic damage and have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. If this effect reduces a creatureās hit point maximum to 0, its soul is consumed, and it cannot be revived by any means short of a wish spell.
Actions
Multiattack: The astradaemon makes three attacks: two with its claws and one with its tail.
Claw: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 4) slashing damage plus 10 (3d6) necrotic damage.
Tail Swipe: Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.
Devour Soul (Recharge 6): The astradaemon targets a creature it has frightened. The target must make a DC 17 Constitution saving throw. On a failed save, the target takes 54 (12d8) necrotic damage. On a success, the target takes half as much damage. If this damage reduces the target to 0 hit points, the astradaemon immediately regains 40 hit points and emits a burst of energy. All creatures within 30 feet of the astradaemon must make a DC 17 Dexterity saving throw, taking 27 (6d8) necrotic damage on a failed save or half as much on a successful one.
Reactions
Spectral Deflection: When a creature within 30 feet of the astradaemon hits it with an attack, it can use its reaction to force the attacker to make a DC 17 Constitution saving throw. On a failed save, the attacker takes 18 (4d8) necrotic damage and is pushed 10 feet away.
Tactics
- The astradaemon opens combat by activating Aura of Dread and using Soul Siphon to weaken key targets from a distance.
- It prioritizes creatures with high Constitution or healing abilities to prevent recovery, relying on its Devour Soul to finish off weakened opponents.
- The creature’s Tentacle Reach and Tail Swipe allow it to control space and knock enemies prone, disrupting melee attackers.
- With Life Drain Absorption, the astradaemon gains significant momentum when slaying weaker foes, using this to shift focus onto high-value targets.
- Against spellcasters, it leverages Magic Resistance to weather magical attacks and retaliates with devastating claw strikes.
The astradaemon is a challenging foe designed to terrify and annihilate party members unprepared for its devastating necrotic abilities, forcing them to rely on teamwork and careful positioning.
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 touch3/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. |