Crucidaemon
Its body seemingly made of iron, this shapely feminine form has wrists pierced by chains that end in curved blades.
Crucidaemon (CR 15)
Medium Outsider (Daemon, Evil, Extraplanar)Alignment: Neutral Evil
Initiative: +9
Senses: Darkvision 60 feet, deathwatch, Detect Good, True Seeing; Perception +23
Speed: 50 feet
Space: 5 feet
Defense
Armor Class: 29, touch 16, flat-footed 23 (+5 Dex, +1 dodge, +13 natural)Hit Points: 212 (17d10+119)
Saving Throws: Fort +17, Ref +12, Will +13
Damage Reduction: 10/good and silver
Immunity: acid, bleed, death effects, disease, poison
Energy Resistance: cold 10, electricity 10, fire 10
Spell Resistance: 26
Offense
Melee: daggers +29/+29/+24/+19/+14 (1d4+11/17-20)Reach: 10 feet
Special Attacks: Bleed (2d6), chained daggers, trap making
Spell-Like Abilities (CL 16th; Concentration +25):
- Constant- Air Walk, Deathwatch, Detect Good, True Seeing
- At Will- Fear (DC 23), Teleport, Greater (self plus 50 lbs. of objects only), Invisibility
- 3/day- Glyph of Warding, Greater (DC 25), Hold Monster (DC 24)
- 1/day- Insanity (DC 26), summon (level 4, 2 piscodaemons 50%), Symbol of Pain (DC 24)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
28 (+9) | 21 (+5) | 24 (+7) | 16 (+3) | 17 (+3) | 29 (+9) |
CMB +26
CMD 42
Feats: Dodge, Improved Critical (daggers), Improved Initiative, Lightning Reflexes, Spring Attack, Stealthy, Step Up, Weapon Focus (daggers)
Skills: Bluff +29, Craft (traps) +31, Disable Device +25, Escape Artist +7, Intimidate +29, Knowledge (arcana) + 11, Knowledge (engineering) +11, Perception +23, Sense Motive +16, Spellcraft +18, Stealth +29, Use Magic Device +19
- Racial Modifiers: +8 Craft (traps)
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 remanifest 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, GehennaOrganization: solitary, pair, or inquisition (3-6)
Treasure: standard
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.