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Daemon, Erodaemon: The Heartbreaker Fiend

Erodaemon
Create

The Erodaemon is a hauntingly beautiful yet deeply unsettling creature, appearing as a slim half-elf with long, silken hair that shifts in color like a dying ember. Her skin is a dusky blue, etched with intricate white scarification tattoos that glow faintly when she feeds. Two black ram-like horns curl from her forehead, gleaming like polished obsidian.

Draped in a sheer, spectral gown, she seems almost ethereal—until one notices her withered, blackened hands ending in scorched, skeletal talons. A long, serpentine tail writhes behind her, its tip splitting into a grotesque, fanged maw that twitches hungrily. Most unnerving of all is her third eye, a crimson, unblinking orb in the center of her forehead, watching every flicker of sorrow with perverse delight.

Behavior

The Erodaemon is a predator of emotions, feeding on the slow, painful disintegration of love and trust. Unlike the succubi, who thrive on lust, she revels in the anguish of a shattered heart. She is a master manipulator, charming, patient, and meticulously cruel. She delights in orchestrating suffering, savoring each moment as relationships crumble into despair. When not actively hunting, she refines her deceptive skills, studying mortal customs, perfecting her disguises, and weaving webs of intrigue that will eventually lead to utter ruin.

Habitat

Erodaemons hail from Abaddon, the bleak, merciless plane of daemons, where souls are consumed without remorse. However, they spend most of their time on the Material Plane, drawn to bustling cities, royal courts, and places of romance where love can be twisted into agony. They are expert infiltrators, moving unnoticed among mortals, their keen eyes scanning for the most vulnerable hearts to exploit. In Abaddon, they haunt the barren wastes, preying on the souls of the lost and heartbroken who wander too far.

Modus Operandi

Erodaemons begin their hunt by using their detect thoughts ability to identify a target’s deepest emotional connections—be it a cherished lover, a child, a trusted friend, or a mentor. Then, they assume the form of this beloved figure, flawlessly mimicking their voice, mannerisms, and memories. From there, the slow, excruciating destruction begins:

  • They spread lies, planting seeds of doubt and suspicion in relationships.
  • They whisper falsehoods, forging betrayals that never happened.
  • They stage affairs, fabricating evidence of infidelity.
  • They turn families against each other, ensuring that once-loving bonds rot from within.

Once the victim is utterly broken—drowning in grief, isolated from loved ones, and hollowed by despair—the Erodaemon delivers the final blow. With a Wilting Kiss, she binds the victim to her, making them obsessed with her presence. The moment she vanishes, their body and soul begin to wither, their lifeforce drained by the unbearable agony of loss. When they succumb to death, whether by heartbreak, self-destruction, or sheer despair, the Erodaemon devours their tormented soul, savoring every last trace of suffering.

Motivation

The Erodaemon exists for one purpose: to feast upon the agony of heartbreak. Unlike other fiends, she does not seek power, riches, or dominance—her only joy lies in ruining lives, watching the light leave a once-hopeful soul’s eyes, and consuming the exquisite torment left behind. Each victim is a carefully crafted masterpiece of sorrow, and the Erodaemon takes pride in her work, ensuring that every heartbreak is as agonizingly perfect as possible.

In the end, the Erodaemon is not merely a killer—she is a slow, insidious force of destruction, a whispered doubt, a lingering regret, a ghost of lost love that never truly fades.


  • Erodaemon 5e
  • Erodaemon Pathfinder
Erodaemon
Create

Medium Fiend (Daemon), Neutral Evil


Armor Class 18 (Natural Armor)
Hit Points 210 (20d8 + 120)
Speed 40 ft.


Abilities

STRDEXCONINTWISCHA
18 (+4)22 (+6)22 (+6)19 (+4)16 (+3)24 (+7)

Saving Throws Dex +11, Wis +8, Cha +12
Skills Deception +15, Insight +9, Perception +9, Persuasion +13, Stealth +12
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Necrotic, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Truesight 30 ft., Passive Perception 19
Languages Abyssal, Infernal, Common, Telepathy 120 ft.
Challenge 14 (11,500 XP)
Proficiency Bonus +5


Innate Spellcasting (Charisma-based, Spell Save DC 20)

The Erodaemon’s spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: Charm Person, Detect Thoughts, Disguise Self, Suggestion, Unnatural Lust (homebrew, like Charm but for desire)
3/day each: Crushing Despair, Enervation, Greater Invisibility, Modify Memory
1/day each: Dominate Person, Geas, Plane Shift (self only), Utter Contempt (homebrew, causes despair in a single target)


Fiendish Charm (Recharge 5–6)

As an action, the Erodaemon can attempt to seduce the mind of a creature it can see within 30 feet. The target must make a DC 20 Wisdom saving throw or become Charmed for 24 hours.

  • The charmed target is obsessed with the Erodaemon and will act in its best interest, going against their morals if needed.
  • Each time the target takes damage from the Erodaemon, it repeats the saving throw with disadvantage.
  • If the effect ends, the target suffers 3d6 psychic damage and gains one level of exhaustion as the mental connection violently shatters.

Object of Desire (Recharge 5–6)

The Erodaemon can use an action to become the perfect vision of desire to one humanoid within 60 feet. The target must make a DC 20 Wisdom saving throw or fall into a trance, unable to attack the Erodaemon or willingly move away from it.

  • The effect lasts 1 minute, until the Erodaemon attacks the target, or if the target takes damage.
  • While entranced, the target has disadvantage on all saving throws against the Erodaemon’s abilities.
  • If the effect is broken, the target suffers 4d6 psychic damage as their heart breaks from longing.

Wilting Kiss (1/Day, Special)

If the Erodaemon kisses a willing or grappled creature, it must make a DC 20 Constitution saving throw. On a failure:

  • The target takes 8d10 psychic damage, and its Charisma score is reduced by 1d4 (this reduction lasts until removed by Greater Restoration).
  • If the target is Charmed by the Erodaemon, it fails the save automatically.
  • If the target’s Charisma score reaches 0, they die instantly, and their soul is devoured.

Multiattack

The Erodaemon makes two claw attacks and one bite attack, or it can replace a claw attack with Fiendish Charm.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage plus 6 (1d10) necrotic damage.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 10 (1d8 + 6) piercing damage plus 1d4 Charisma drain.

Tail Lash. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 15 (2d10 + 4) bludgeoning damage. If the target is a humanoid, they must succeed on a DC 18 Wisdom saving throw or be frightened until the end of their next turn.


Legendary Actions (3 per round)

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

  • Seductive Whisper. The Erodaemon telepathically whispers dark desires into the mind of one creature within 60 feet. The target must make a DC 20 Wisdom saving throw or become charmed for 1 round.
  • Shadow Step. The Erodaemon teleports up to 30 feet to an unoccupied space it can see. If it appears adjacent to a creature, it may make a single claw attack as part of this action.
  • Lover’s Despair (Costs 2 Actions). The Erodaemon targets a creature charmed by it. That creature must make a DC 20 Charisma saving throw or take 8d6 psychic damage and be stunned until the end of their next turn.

Tactics & Combat Strategy

The Erodaemon is a manipulative battlefield controller, weaving deception and despair to weaken enemies before striking. It will:

  • Use Disguise Self before combat to infiltrate and manipulate.
  • Open fights by Fiendish Charming a strong target, using them against their allies.
  • Target weaker-willed foes with Object of Desire to disable them without damage.
  • Use Shadow Step to reposition, striking from unexpected angles.
  • When its HP falls below 50%, it will attempt to teleport away, leaving behind shattered minds and broken hearts.

If the Erodaemon is cornered, it will unleash Wilting Kiss on the strongest opponent, hoping to drain their soul before escaping.


Lair & Minions

If encountered in its domain (a ruined palace, abandoned theater, or decadent yet decaying pleasure hall), the Erodaemon will have thralls—charmed nobles, enchanted lovers, and mind-slaved warriors.

Its lair is filled with ghostly whispers, mirrors that reflect past loves, and objects that shift based on the emotions of those present.

Erodaemon
Create

1st-level Enchantment (Homebrew)

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: Verbal (V), Somatic (S)
  • Duration: Concentration, up to 1 minute

Description:
You weave a spell of irresistible allure, filling a creature’s mind with overwhelming, unnatural desire. Choose one creature within range that can hear your seductive words. The target must succeed on a Wisdom saving throw or become charmed by you for the spell’s duration. When affected, the creature perceives you as the epitome of desire and beauty.

  • Compelling Desire:
    • While charmed by you, the target is driven to be near you, and if it is more than 30 feet away at the start of its turn, it must use its movement—if able—to approach you, avoiding obvious danger.
    • The target is distracted by lustful thoughts, granting you advantage on Charisma (Persuasion) checks made against it.
  • Vulnerability:
    • The target has disadvantage on subsequent Wisdom saving throws against your spells or abilities that influence its emotions.
  • Repeating the Save:
    • At the end of each of its turns, the target can repeat the Wisdom saving throw. On a success, the spell ends on that creature.
  • Immunity:
    • A creature that successfully saves against this spell (or whose effect ends) becomes immune to your Unnatural Lust for the next 24 hours.

At Higher Levels:

  • When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Each target must make its own Wisdom saving throw.

This spell channels an intoxicating blend of charm and desire, subtly bending the will of those who hear your words, leaving them entranced by your otherworldly allure.

Erodaemon
Create

This fiend appears to be a slim half-elf with long hair and a slender set of black ram horns. Covered by a sheer gown, her skin is tinged blue and covered with an elaborate tracery of white, scarified tattoos. A long, serpentine tail sprouts from the base of her spine, ending in a fanged maw. Her extremities are withered and blackened, ending in scorched, fleshless talons, and her unearthly beauty is further marred by a red, unblinking third eye.

[This content was created by Paizo Publishing LLC for the Pathfinder rules but is not from the Pathfinder RPG product line.]

Source: Pathfinder d20pfsrd.com

Erodaemons personify death by heartbreak. These fiends pose as mortals, insert themselves into the lives of their victims, and slowly destroy them. They break apart marriages, kill children or cause them to leave their families, destroy reputations, extinguish faith, curdle family ties, and bit by bit savor the slow disintegration of their victims’ emotional well-being and consequent physical deterioration.

Every tear shed, every sobbing woman, and every grieving man brings a rapturous smile to an erodaemon’s face, because when a mortal dies of heartbreak and grief, the erodaemon feasts upon the tortured soul.

The typical erodaemon stands 6 feet tall and weighs 150 pounds.


Erodaemon CR 11
XP 12,800  
NE Medium outsider (daemon, evil, extraplanar) Init +9;
Senses Darkvision 60 ft., detect good, detect thoughts; Perception+20  
DEFENSE
AC 25, touch 16, flat-footed 19 (+5 Dexterity, +1 Dodge, +9 natural)  
hp 147 (14d10+70)
Fort +9, Ref +14, Will +12
DR 10/good or silver; Immune acid, death effects, disease, poison;
Resist cold 10, electricity 10, fire 10; SR 22  
OFFENSE
Speed 30 ft.   Melee bite +19 (1d6+4 plus 1d4 Charisma drain), 2 claws +19 (1d6+4) Special Attacks object of desire, wilting kiss Spell-Like Abilities (CL 14th; Concentration +20)

Constant – detect good, detect thoughts, tongues

At will – death knell (DC 18), greater teleport (self plus 50 lbs. of objects only), Unnatural Lust (DC 18)

3/day – desecrate, quickened crushing despair (DC 20), enervation, suggestion (DC 19)

1/day – modify memory (DC 20), summon (level 4, 1d3 ceustodaemons 35%), utter contempt (DC 20)  
STATISTICS
Strength 18, Dexterity 21, Constitution 21, Intelligence 19, Wisdom 16, Charisma 22  

Base Atk +14; CMB +19; CMD 34

Feats Agile Maneuvers, Deceitful, Dodge, Improved Initiative, Quicken Spell-Like Ability (crushing despair), Skill Focus (Bluff), Weapon Finesse Skills Bluff +33, Diplomacy +23, Disguise +24, Intimidate +23, Knowledge (local) +21, Knowledge (planes) +21, Perception +20, Sense Motive +20, Sleight of Hand +22, Stealth +22
Languages Abyssal, Draconic, Infernal; telepathy 100 ft., tongues  
SPECIAL ABILITIES
Object of Desire (Su)  

While using its detect thoughts ability, an erodaemon can see into the mind of a humanoid and identify the person the target most desires, whether it be a lost loved one or an object of lust. As a full-round action, the erodaemon can change into the form of this desired person as long as the target is a Small, Medium, or Large humanoid.

The erodaemon gains a +20 bonus on its Disguise and Bluff checks to impersonate that person and avoid being detected as a fraud, but spells like true seeing negate this effect as normal. This effect ends if the erodaemon attacks any creature. Actions that could reveal the erodaemon as a fraud (such as performing an action that the imitated person would obviously not do, like cast a spell or speak Infernal) require the erodaemon to make an immediate Bluff check to continue the impersonation, with the erodaemon losing some or all of its bonus depending on the severity of the breach (GM’s discretion).

Wilting Kiss (Su)

An erodaemon can draw a mortal into a state of obsession with its kiss. An unwilling victim must be grappled before the erodaemon can use this ability. A creature affected by this kiss must make a DC 23 Will save or become obsessed with the erodaemon, an obsession the erodaemon feeds on.

Each round the target is more than 30 feet away from the erodaemon, it must make an additional DC 23 Will save. Failing the save means that the sheer pain of her absence deals 1 point of Charisma drain to the subject that round. Succeeding at the Will save two consecutive times ends the effects of this ability. Spells such as dispel magic and break enchantment end this effect. The save DC is Charisma-based.
ECOLOGY
Environment any (Abaddon)   Organization solitary, pair, or harem (3-6) Treasure standard  

Ecology

Erodaemons sometimes form from the hunted, the wandering mortal souls of Abaddon. Corrupted by their heartbreak, the resulting erodaemons seek to impose their morbid fate upon others.

Erodaemons are thought by some to be Abaddon’s answer to the demonic succubi and diabolic erinyes, possessing the visage of beautiful mortals, yet tainted with obviously fiendish traits and intentions. However, rather than inspiring wars based on lust or torturing victims ceaselessly, erodaemons seek to stoke the flames of mortal woe, causing many to fall into such pits of melancholy that they ultimately perish.

When a mortal succumbs to death as a way to escape the pain of living without one’s love, an erodaemon ensnares the soul and feasts upon its anguish.

Though they can appear as either a man or woman to their victims, in their true form, erodaemons are predominantly female. Erodaemons freely adopt whatever guises they deem necessary to infiltrate and ravage the lives of the mortals they hunt throughout the planes, and when not donning mortal figures, they often shift between various forms as they so desire, honing their ability to adopt each particular gender’s behavioral quirks for when it matters.

Habitat & Society

Erodaemon
Create

Erodaemons know many traditions of different societies due to their intrusions into urban areas on other planes. In Abaddon, however, such communal grounds are rare, if they exist at all. In the sprawling wastes, erodaemons practice their forms of seduction primarily upon the hunted, who may still have such base desires as intimacy and love. Erodaemons are rarely trusted by other daemons, who have no hearts to break but can be tricked all the same into thinking a supposed ally or leader has turned its back on them.

While infiltrating other planes, erodaemons prefer to hunt alone most of the time. Selecting a particularly susceptible victim ‘such as one whose heart already throbs for another’ an erodaemon will assume the guise of its target’s lover and make the victim believe his or her partner is unfaithful, abusive, or worse. The devastation this causes for both of the real members of the relationship is delectable to the erodaemon, whose kiss snatches any life that still remains in the souls of those whose hearts it breaks. Similarly, an erodaemon might simply assume the form of a beautiful suitor, bewitching an already devoted mortal into relations which will ultimately be discovered suddenly by his or her mate. When the affair is revealed ‘often in the bedroom’ the erodaemon assumes its true form to devour the emotionally shattered remains of both parties involved.

Erodaemons occasionally work together, but only if doing so results in a greater harvest of crushed mortal souls. This usually involves mesmerizing entire groups of people, often at a risqué performance or event, and seductively sapping the life from the unwitting spectators. While such ruses are elaborate enough to pique erodaemons’ peculiar tastes, the act of tricking mortals on an individual level often yields much more broken ‘and thus all the more delicious’ souls.

Given their diverse uses and unique insights into mortals, erodaemons serve all of the Four equally. In addition to typical erodaemon servitors, erodaemons with particularly specialized skill sets serve each Horseman as his or her needs require. Apollyon possesses access to a group of plagued erodaemons who act as jubilant and seductive carriers of venereal diseases; Trelmarixian’s erodaemons target rulers of kingdoms in order to divert resources meant for food; Szuriel’s erodaemons woo entire legions of soldiers into embittered deaths; and Charon’s erodaemons seek and further destroy the hearts of the aged.

About this Daemon Type

The seducers of Abaddon, erodaemons possess appealing forms, but don’t seek to tempt with sins of the flesh. Instead, they drive mortals to destruction by way of heartbreak and despair. Erodaemons live for the chance to revel in the misery of a broken heart, the despair of lost love, and the resulting spiritual bleakness. When a mortal dies of a broken heart, whether naturally or by their own self-destructive hand, an erodaemon waits to feast as soon as the soul slips the mortal coil. The Material Plane is an erodaemon’s natural playground, and if summoned or bound into service, its first personal goal is to seduce its conjurer into granting it freedom, even if it means deceiving its master with years of loyal service. The magic-user’s suspicion gradually erodes until he forgets his minion’s true nature and grants his supposed slave what it desires. A free erodaemon’s first act in the mortal realm is nearly always betraying and destroying the one who summoned it.

  • Personification of Death: Heartbreak.
  • Preferred Sacrifice: A wedding band of a mortal abandoned at the altar (preferably by the one making the sacrifice), or an adulterer’s heart.

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 Campaign Setting: Horsemen of the Apocalypse: Book of the Damned, Vol. 3

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

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