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Astradaemon

Creature 16 — daemon, fiend, unholy

These unnerving daemons represent death by direct assault against a soul or life-force. Rarely seen in the mortal Universe, astradaemons spend most of their time hunting the pathways between the living world and the afterlife. There, they capture migrating souls, snatching them from their rightful rewards or punishments and dragging them to Abaddon as tribute to their undying masters. These horrifying predators of the dead can also be found stalking the banks of the River of Souls in the Astral

Source: pathfinder-monster-core

Perception +28
Skills acrobatics +28, athletics +32, intimidation +33, religion +26, stealth +28, survival +26
Str
+8
Dex
+6
Con
+7
Int
+2
Wis
+4
Cha
+7
AC 39 Fort +27 Ref +30 Will +26
HP 240
Immunities death-effects, void
Weaknesses holy 15
Speed 60 feet, fly 60 feet

Offense

Melee Jaws +32, Damage 3d6+8 piercing
Melee Claw +32, Damage 2d6+8 slashing
Melee Tail +32, Damage 3d10+8 bludgeoning

Abilities

Telepathy 100 feet (aura, magical, mental) — Telepathy
Lifesense 30 feet — Lifesense
Constant Spells — Constant Spells
+1 Status to All Saves vs. Magic
Bent Light (divine, illusion, visual) — An astradaemon appears shifted from their true position, though still in the same space. Creatures targeting the astradaemon must succeed at a DC 11 Flat to do so, as if the astradaemon were Hidden, even though the astradaemon remains observed. Abilities that apply to the flat check against hidden creatures also apply against bent light.
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 their 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 that are traveling outside a body take 1d8 spirit damage each round within the daemon's aura as the astradaemon pulls in fragments of their soul.
Devour Soul (divine, incapacitation) — The creature must succeed at a DC 35 Fortitude save or instantly die. If it dies, the astradaemon gains 10 temporary Hit Points and a +2 status bonus to attack and damage rolls for 1 minute, or for 1 day if the victim was 15th level or higher. A victim slain in this way can be returned to life normally. A creature that survives is temporarily immune for 1 minute.
Essence Drain (divine, void) — When an astradaemon hits with their claw, jaws, or tail, they drain 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.
Grab — Grab

Spells

Pinpoint (rank 8)
Execute (rank 7)
Interplanar Teleport (rank 7)
Truesight (Constant) (rank 6)
Translocate (rank 4)
Translocate (At Will) (rank 4)

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