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Daemon, Crucidaemon, Architect of Agony

Crucidaemon
Create

A Crucidaemon is a nightmarish, iron-clad fiend that exudes a chilling aura of torment. Standing at 6 feet tall and weighing 250 pounds, its body appears to be forged from cold metal, with its form shaped like a sinuous, feminine figure. Its wrists are pierced by chains, each terminating in wicked, curved blades that seem to gleam with malice. The daemon’s eyes gleam with a terrifying, intelligence-filled gleam, radiating a deep hunger for suffering. Its movements are eerily graceful, and it fights with precision, wielding the chained daggers with deadly efficiency. The faint scent of blood lingers around it, a constant reminder of the torment it inflicts.

Crucidaemons are sadistic masterminds, finding twisted pleasure in creating elaborate traps and devices that subject their victims to prolonged, excruciating pain. They take great pride in the intricacy of their designs, treating each trap as a work of dark art. Unlike many other fiends that end a victim’s life swiftly to feast on their soul, the Crucidaemon allows its prey to linger in agony for what seems like eternity. When the time comes to consume the soul, the victim’s torment has so thoroughly marinated them in despair that they embrace death with tears of gratitude.

These daemons reside on Abaddon, a plane where suffering and ruin reign. There, they often serve as cruel enforcers and interrogators, using their traps to extract secrets from prisoners or punish those who fall foul of daemonic law. They are highly intelligent, constantly seeking out ways to improve their traps and find new methods of torment. Their lairs are labyrinthine warrens filled with nightmarish contraptions—ruthless traps designed not just to kill, but to break the will of anyone who dares enter.

The Crucidaemon’s modus operandi revolves around its trap-making genius. It uses its vast intellect to craft terrifying devices, often enhancing them with its supernatural abilities. The daemon is capable of disarming traps, creating magical barriers, and even warping reality itself with its spell-like powers. However, it is not only a creator; it is also a predator. It takes immense satisfaction in pursuing those who manage to escape its traps, hunting them down with obsessive determination. It views every escape as an affront to its genius and will go to great lengths to exact a cruel and intricate revenge.

The Crucidaemon’s motivation is rooted in its insatiable thirst for pain and suffering. To it, the torment of others is both a pleasure and a form of artistry. It seeks to perfect the craft of torment, continuously designing more intricate and painful ways to ensnare souls.

For the Crucidaemon, torment is not a means to an end but a refined pursuit, and the satisfaction of seeing a victim writhing in agony is its ultimate reward. It thrives on the suffering it causes, but it also craves the thrill of the hunt, especially when it has been slighted or its traps have been defeated. In every escape, the daemon sees an opportunity to refine its craft, making its retribution even more agonizing.


  • Crucidaemon 5e
  • Crucidaemon Pathfinder
Crucidaemon
Create

Medium Fiend (Daemon), Neutral Evil


Armor Class: 18 (Natural Armor)
Hit Points: 212 (17d8 + 119)
Speed: 50 ft.


STRDEXCONINTWISCHA
28 (+9)21 (+5)24 (+7)16 (+3)17 (+3)29 (+9)

Saving Throws: Dex +10, Con +12, Wis +8, Cha +14

Skills: Acrobatics +10, Intimidation +14, Perception +13, Stealth +10

Damage Resistances: Cold, Fire, Lightning

Damage Immunities: Acid, Bleed, Death, Poison

Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned

Senses: Darkvision 120 ft., Passive Perception 23

Languages: Abyssal, Infernal, telepathy 120 ft.

Challenge Rating: 15 (13,000 XP)


TRAITS

  • Dark Resilience: The Crucidaemon has advantage on saving throws against spells and other magical effects.
  • Demonic Grace: The Crucidaemon can take the Dash or Disengage action as a bonus action on each of its turns.
  • Legendary Resistance (3/Day): If the Crucidaemon fails a saving throw, it can choose to succeed instead.

ACTIONS

  • Multiattack: The Crucidaemon makes three melee attacks with its Chained Daggers.
  • Chained Daggers (Melee Weapon Attack):
    +12 to hit, reach 10 ft., one target.
    Hit: 16 (2d6 + 9) piercing damage, plus 2d6 bleeding damage at the start of the target’s next turn.
  • Blood Bind (Recharge 5–6): The Crucidaemon targets one creature within 10 feet that is bleeding. The target must succeed on a DC 19 Strength saving throw or become restrained by the daemon’s chains. While restrained, the target takes 2d6 necrotic damage at the start of each of the daemon’s turns. The creature can use its action to make another Strength saving throw to escape the restraints, ending the effect on a success.
  • Torturous Chains (Recharge 4–6): The Crucidaemon sends out chains to pierce all creatures within a 15-foot radius. Each creature must make a DC 20 Dexterity saving throw, taking 22 (4d10) piercing damage on a failed save, or half as much on a successful one. The chains also restrain any creature that fails the save for 1 minute, dealing 2d6 bleeding damage at the start of their turns while restrained.
  • Fearsome Gaze (Recharge 5–6): The Crucidaemon can fix its glowing, malevolent eyes on a creature it can see within 30 feet. The target must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

SPELL-LIKE ABILITIES (At Will)

  • Detect Magic
  • Invisibility
  • Teleport (self only, up to 500 lbs.)
  • True Seeing

3/Day

  • Fear (DC 19)
  • Hold Monster (DC 20)
  • Greater Glyph of Warding (Casting a 6th-level spell as part of the warding glyph)

1/Day

  • Symbol of Pain (DC 23)
  • Summon Daemon (CR 4; 50% chance to summon 1–2 Piscodaemons)

LEGENDARY ACTIONS

The Crucidaemon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Crucidaemon regains spent legendary actions at the start of its turn.

  • Chained Strike: The Crucidaemon makes one attack with its Chained Daggers.
  • Commanding Gaze (Costs 2 Actions): The Crucidaemon targets one creature within 30 feet. That creature must succeed on a DC 19 Wisdom saving throw or be frightened for 1 minute.
  • Terrifying Presence (Costs 3 Actions): The Crucidaemon forces all creatures within 20 feet to make a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

TACTICS

  • Pre-Fight: The Crucidaemon is often summoned to guard or torture, setting traps in the area it controls. It will prepare the battlefield by using Greater Glyph of Warding and setting up lethal traps in anticipation of its enemies. Once the battle begins, it typically uses Invisibility to approach undetected, choosing its moment carefully to strike.
  • In Combat: The Crucidaemon uses its Chained Daggers to attack, focusing on dealing damage while inflicting bleeding that wears down its enemies. It uses Blood Bind to neutralize vulnerable foes by restraining them, causing them to bleed and take additional damage each turn. If it needs to disengage or reposition, it will use Demonic Grace to quickly retreat or reposition to a better vantage point.
    • If a group of enemies becomes too much for it to handle, the daemon will use Torturous Chains to crowd control and split the party, making them more manageable in smaller groups.
    • To keep foes at bay, it will use Fearsome Gaze or Terrifying Presence to frighten enemies and disorient them, ensuring it maintains control of the battlefield.
  • Escape or Ambush: If cornered, the daemon will use Teleport to escape or position itself for a surprise strike. It will then use True Seeing to spot hidden enemies and strike at weaknesses.

MOTIVATION & ROLEPLAYING THE CRUCIDAEMON

Crucidaemons are torturous architects who delight in prolonged pain and suffering. Unlike other fiends, they are not bound by any code or law, but instead, they act purely out of self-interest and a thirst for pain. They view each trap or torture as a work of art, savoring the moment when their victim’s spirit is broken before their soul is consumed. While they are not bound by a strict code, their actions and designs are always marked by an obsessive attention to detail and sadistic enjoyment of suffering.

Crucidaemons are often summoned to punish those who have wronged others or to serve as cruel agents of interrogation. They are calculating and methodical in their approach, seeing every challenge as a puzzle to be solved through pain and manipulation. They speak with a calm, almost detached cruelty, seeing themselves as superior creators who delight in tormenting others to shape them into broken, despairing husks.

In conversation, the daemon speaks with the dispassionate demeanor of an artist discussing their masterpiece. They are keen to take the measure of those around them, enjoying toying with their victims before setting them into traps or manipulating them to their doom.

Crucidaemon
Create

Its body seemingly made of iron, this shapely feminine form has wrists pierced by chains that end in curved blades.

[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]

Source: Pathfinder d20pfsrd.com

Bloody representations of death by traps or torture, crucidaemons spend their existence subjecting creatures to an eternity of pain and terror. Whereas many daemons are quick to feed on the soul of mortals they capture, a crucidaemon lets its victims linger, marinating their souls in torment and pain so that when the time for feeding finally comes, they welcome their final oblivion with tears of gratitude.

Crucidaemons are 6 feet tall and weigh 250 pounds.


Crucidaemon CR 15
XP 51,200

NE Medium outsider (daemon, evil, extraplanar)

Init +9; Senses Darkvision 60 ft., deathwatch, detect good, true seeing; Perception +23
DEFENSE
AC 29, touch 16, flat-footed 23 (+5 Dexterity, +1 Dodge, +13 natural)

hp 212 (17d10+119)

Fort +17, Ref +12, Will +13

DR 10/good and silver; Immune acid, bleed, death effects, disease, poison;

Resist cold 10, electricity 10, fire 10; SR 26
OFFENSE
Speed 50 ft.

Melee daggers +29/+29/+24/+19/+14 (1d4+11/17-20)

Space 5 ft.; Reach 10 ft.

Special Attacks bleed (2d6), chained daggers, trap making

Spell-Like Abilities (CL 16th; Concentration +25)

Constant – airwalk, deathwatch, detect good, true seeing

At will – fear (DC 23), greater teleport (self plus 50 lbs. of objects only), invisibility

3/day – greater glyph of warding (DC 25), hold monster (DC 24)

1/day – insanity (DC 26), summon (level 4, 2 piscodaemons 50%), symbol of pain (DC 24)
STATISTICS
Strength 28, Dexterity 21, Constitution 24, Intelligence 16, Wisdom 17, Charisma 29

Base Atk +17; CMB +26; CMD 42

Feats Dodge, Improved Critical (daggers), Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Stealthy, Step Up, Weapon Focus (daggers)

Skills Bluff +29, Craft (traps) +31, Disable Device +25, Escape Artist +7, Intimidate +29, Knowledge (Arcana, engineering) +11, Perception +23, Sense Motive +16, Spellcraft +18, Stealth +29, Use Magic Device +19; Racial Modifiers +8 Craft (traps)

Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
SPECIAL ABILITIES
Chained Daggers (Su)

A crucidaemon fights with the two daggers chained to its wrists as if dual wielding daggers with a reach of 10 feet (although it can also attack adjacent foes with no penalty). It takes no penalty on attack or damage rolls while wielding both of these daggers at once. These daggers are considered to be +2 daggers that deal 2d6 points of bleed damage. The daggers become nonmagical upon the daemon’s death, and cannot be disarmed. A crucidaemon may re-manifest a destroyed dagger as a standard action.
 
Trap Making (Ex)

A crucidaemon can use Disable Device to disarm magic traps. When it uses its greater glyph of warding spell-like ability to create a spell glyph, it may utilize any 6th-level or lower spell from the cleric or the wizard spell list, even though it otherwise can’t cast these spells. The Perception and Disable Device DCs for any traps a crucidaemon creates gain a +2 bonus.
ECOLOGY
Environment any (Abaddon)

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

Treasure standard

About this Daemon Type

Crucidaemons kill their victims via traps and torture devices. On Abaddon, they often find service as interrogators and authorities in daemonic cities, their cunning minds predisposing them to elaborate, sadistic plots. Conjurers often bind crucidaemons to serve as guardians and design defenses, which typically take the form of warrens filled with complex, nightmarish traps.

Crucidaemons take excessive pride in their creations, viewing themselves as maestros of murderous engineering, and considering every new trap a composition and every victim an audience. Those who manage to escape the daemons, traps frustrate crucidaemons to no end, becoming the fiends, most prized quarries.

Once released from service or given the freedom to pursue, these daemons obsessively hunt down any escapees, engineering new, more elaborate, and more excruciating traps to take revenge upon those who slighted their work.

Personification of Death: Torture and traps.

Preferred Sacrifice: A unique trap or torture device, or the blueprints for one.

Source Pathfinder Campaign Setting: Horsemen of the Apocalypse: Book of the Damned, Vol. 3 © 2011, Paizo Publishing, LLC; Author: Todd Stewart.

Section 15: Copyright Notice – Pathfinder Roleplaying Game Bestiary 3

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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