Astradaemon
Creature 16 — daemon, fiend, unholy
ShadeCrasherLANDAERIALdaemonfiendunholy
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; darkvision, lifesense 30 feet, truesight 60 feet
Languages common, daemonic; Telepathy 100 feet
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
+1 status to all saves vs. magic
HP 240
Immunities death-effects, void
Weaknesses holy 15
Speed 60 feet, fly 60 feet
Offense
Melee Jaws (magical, reach-10, unarmed, unholy) +32, Damage 3d6+8 piercing plus Essence Drain, Grab
Melee Claw (agile, magical, reach-10, unarmed, unholy) +32, Damage 2d6+8 slashing plus Essence Drain
Melee Tail (magical, reach-15, unholy) +32, Damage 3d10+8 bludgeoning plus Essence Drain
Abilities
Telepathy 100 feet (aura, magical, mental) — 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 —
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.
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.
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.
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.
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 —
Divine Innate Spells DC 37, attack +29
8th Pinpoint
7th Execute, Interplanar Teleport (×2)
6th Truesight (Constant)
4th Translocate, Translocate (At Will)
WORKS WELL WITH
AnvilLAND / AERIALA front-liner holds priority so the daemon's distorted position can pick off a softer target elsewhere unnoticed.
SnareLAND / AERIALA controller that isolates a target from allies sets up a clean shot at the save-or-die Devour Soul.
WeaverLAND / AERIALA debuffer lowering Fortitude saves raises the odds Devour Soul and Essence Drain both connect.
PUNISHES
✖ low Fortitude✖ isolated targets✖ melee reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Astradaemon in the encounter builder — free, no install.
Open in PathfinderGM →