Agent of the Gray Queen
Creature 19 (rare) — daemon, fiend, unholy
Pre-Remaster content. May include legacy alignment.
ShadeWeaverLANDAERIALdaemonfiendunholy
Source: agents-of-edgewatch-bestiary (Pre-Remaster)
Perception +32; darkvision, lifesense 30 feet, truesight 60 feet
Languages common, daemonic; telepathy 100 feet
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
+1 status to all saves vs. magic
HP 290
Immunities death-effects, void
Weaknesses holy 20
Speed 60 feet, fly 60 feet
Offense
Melee Jaws (magical, reach-10, unarmed, unholy) +36, Damage 4d8+9 piercing plus 1d6 spirit plus Essence Drain, Grab
Melee Claw (agile, magical, reach-10, unarmed, unholy) +32, Damage 4d6+9 slashing plus 1d6 spirit plus Essence Drain
Melee Tail (evil, magical, reach-15, unholy) +32, Damage 4d10+9 bludgeoning plus 1d6 spirit plus Essence Drain
Abilities
Telepathy 100 feet (aura, magical) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Lifesense 30 feet — Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+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.
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.
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.
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 —
Divine Innate Spells DC 41, attack +33
9th Massacre
8th Discern Location
7th Finger of Death, Plane Shift (×2)
6th True Seeing (Constant)
5th Dimension Door
4th Dimension Door (At Will)
1st Detect Alignment (At Will) (Good Only)
WORKS WELL WITH
CrasherLAND / AERIALThe Crasher draws enemy attention and creates chaos while the Shade flanks from concealment.
WeaverLAND / AERIALThe Weaver's control magic locks enemies in place, allowing the Shade to approach unseen.
AnvilLAND / AERIALThe Anvil holds the line against the main threat while the Shade uses flight to bypass it.
PUNISHES
✖ attack spam✖ clumping✖ ranged reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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