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Agent of the Gray Queen

Creature 19 (rare) — daemon, fiend, unholy

Pre-Remaster content. May include legacy alignment.

Source: agents-of-edgewatch-bestiary (Pre-Remaster)

Perception +32
Skills acrobatics +33, deception +33, intimidation +38, religion +31, stealth +33, survival +31
Str
+5
Dex
+6
Con
+7
Int
+2
Wis
+4
Cha
+7
AC 43 Fort +31 Ref +35 Will +30
HP 290
Immunities death-effects, void
Weaknesses holy 20
Speed 60 feet, fly 60 feet

Offense

Melee Jaws +36, Damage 4d8+9 piercing plus 1d6 spirit
Melee Claw +32, Damage 4d6+9 slashing plus 1d6 spirit
Melee Tail +32, Damage 4d10+9 bludgeoning plus 1d6 spirit

Abilities

Telepathy 100 feet (aura, magical) — Telepathy
Lifesense 30 feet — Lifesense
Constant Spells — Constant Spells
+1 Status to All Saves vs. Magic
Displacement (divine, illusion, visual) — An astradaemon bends light, appearing shifted from its true position, though still in the same space. Creatures targeting the astradaemon must attempt a DC 11 Flat check, as if the astradaemon were hidden, even though it remains observed. Effects such as the Blind-Fight feat and halfling's Keen Eyes that apply on the flat check against hidden creatures also apply against a displaced astradaemon.
Soul Siphon (aura, divine, force) — 30 feet. An astradaemon draws power from the souls of the recently slain. If a Small or larger living creature dies within its aura, the astradaemon gains 5 temporary Hit Points and a +1 status bonus to attack and damage rolls for 1 round, unless the creature was slain by an astradaemon's Devour Soul ability. Incorporeal undead and living spirits traveling outside the body take 1d8 force damage each round within the daemon's aura from the spiritual pressure as the astradaemon pulls in fragments of their soul.
Essence Drain (divine, void) — When an astradaemon hits with its claw, jaws, or tail, it drains the target's spiritual and vital essences. The target takes 2d10 void damage and the astradaemon regains an equal number of Hit Points. The target must succeed at a DC 37 Fortitude save or become Doomed 1 and Drained 1. If the target was already drained or doomed, it instead increases both conditions' value by 1, to a maximum of 4.
Mortal Shell (divine) — While wearing the disguise, the astradaemon's attacks use the reach of the body it inhabits, and its size changes to match that of the creature whose soul it consumed. Additionally, the astradaemon is Clumsy 2 and Enfeebled 4 while wearing the disguise. (These penalties haven't been incorporated into this stat block.)
Overtake Soul (death, divine, incapacitation) —
Grab — Grab

Spells

Massacre (rank 9)
Discern Location (rank 8)
Finger of Death (rank 7)
Plane Shift (rank 7)
True Seeing (Constant) (rank 6)
Dimension Door (rank 5)
Dimension Door (At Will) (rank 4)
Detect Alignment (At Will) (Good Only) (rank 1)

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