Astradaemon
Vaguely humanoid in shape, this gaunt fiend has the face of a hideous fish and a body of lanky limbs and writhing tendrils.
Astradaemon (CR 16)
Large Outsider (Daemon, Evil, Extraplanar)Alignment: Neutral Evil
Initiative: +7
Senses: Darkvision 60 feet, deathwatch, True Seeing; Perception +22
Aura: soul siphon (10 feet)
Speed: 90 feet, Fly 90 feet (good)
Space: 10 feet
Defense
Armor Class: 29, touch 17, flat-footed 21 (+7 Dex, +1 dodge, +12 natural, -1 size)Hit Points: 212 (17d10+119)
Saving Throws: Fort +12, Ref +17, Will +14
displacement
Damage Reduction: 10/good and silver
Immunity: acid, death effects, disease, poison
Energy Resistance: cold 10, electricity 10, fire 10
Spell Resistance: 27
Offense
Melee: bite +23 (2d6+5 plus Energy Drain and Grab), 2 claws +23 (1d8+5 plus Energy Drain), tail slap +18 (1d12+2 plus Energy Drain)Reach: 10 feet (15 feet with tail)
Special Attacks: devour soul, Energy Drain (1 level, DC 25)
Spell-Like Abilities (CL 17th; Concentration +24):
- Constant- Deathwatch, Displacement, True Seeing
- At Will- Enervation, Fear (DC21), Teleport, Greater (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
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
21 (+5) | 25 (+7) | 24 (+7) | 14 (+2) | 15 (+2) | 24 (+7) |
CMB +23
CMD 41
Feats: Combat Reflexes, Dodge, Fly-by Attack, Iron Will, Nimble Moves, Spring Attack, Weapon Finesse
Skills: Acrobatics +24 (+48 jump), Escape Artist +27, Fly +9, Intimidate +27, Knowledge (planes) +22, Perception +22, Sense Motive +22, Stealth +23, Survival +22
Languages: Abyssal, Infernal; telepathy 100 ft.
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 25 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.Ecology
Environment: Any, Gehenna or Astral PlaneOrganization: solitary, pair, or pack (3-6)
Treasure: standard
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.