Cacodaemon
Creature 1 — daemon, fiend, unholy
ShadeSnareLANDAERIALdaemonfiendunholy
These twisted embodiments of violence and spite are spawned from eddies of angry and warped souls amid Abaddon's mists. Cacodaemons constantly hunger for mortal souls and yearn to create suffering. As gnashing spheres of teeth, fins, and spines, they are the weakest of daemonkind, an amalgam of various petty forms of death without the strength that comes from focusing on a single cause of demise. Denizens of the bleak and terrible plane of Abaddon, daemons are shaped by and devoted to the destr
Source: pathfinder-monster-core
Perception +6; darkvision
Languages daemonic; Telepathy 100 feet
Skills acrobatics +8, deception +5, religion +6, stealth +8
Str
+0
Dex
+3
Con
+2
Int
-1
Wis
+1
Cha
+2
AC 16
Fort +7
Ref +8
Will +6
HP 22
Immunities death-effects
Weaknesses holy 3
Speed 5 feet, fly 40 feet
Offense
Melee Jaws (agile, disease, finesse, magical, reach-0, unarmed, unholy) +8, Damage 1d8 piercing plus Cacodaemonia
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.
At-Will Spells — The monster can cast its at-will spells any number of times without using up spell slots.
Cacodaemonia (disease) — The cacodaemon can telepathically communicate with the afflicted creature at any distance on the same plane.
Saving Throw DC 17 Fortitude
Stage 1 carrier (1 day)
Stage 2 Stupefied 1 (1 day)
Stage 3 Stupefied 2 (1 day)
Saving Throw DC 17 Fortitude
Stage 1 carrier (1 day)
Stage 2 Stupefied 1 (1 day)
Stage 3 Stupefied 2 (1 day)
Change Shape (concentrate, divine, polymorph) — Lizard
Speed 20 feet
Melee jaws +8 (agile, finesse), Damage 1d8+1 piercing
Octopus
Size Small
Speed 20 feet, swim 30 feet
Skills Athletics +6
Melee tentacle +8 (finesse), Damage 1d8+1 bludgeoning plus Grab
Melee beak +8 (agile, finesse), Damage 1d6 piercing plus 2 poison
Scorpion
Size Small
Speed 30 feet
Skills Athletics +6
Melee pincer +8 (agile, finesse), Damage 1d6+1 bludgeoning plus Grab
Melee stinger +8 (agile, finesse), Damage 1d6+1 piercing plus 1d4 poison
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Speed 20 feet
Melee jaws +8 (agile, finesse), Damage 1d8+1 piercing
Octopus
Size Small
Speed 20 feet, swim 30 feet
Skills Athletics +6
Melee tentacle +8 (finesse), Damage 1d8+1 bludgeoning plus Grab
Melee beak +8 (agile, finesse), Damage 1d6 piercing plus 2 poison
Scorpion
Size Small
Speed 30 feet
Skills Athletics +6
Melee pincer +8 (agile, finesse), Damage 1d6+1 bludgeoning plus Grab
Melee stinger +8 (agile, finesse), Damage 1d6+1 piercing plus 1d4 poison
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Soul Lock (death, divine) — Frequency once per day
Effect The cacodaemon ingests the soul of a sentient creature within 30 feet that died within the last minute. When they do, the cacodaemon grows a fist-sized soul gem (Hardness 2, HP 8) in their gut and can regurgitate it at any time as an Interact action. Destroying the gem frees the soul within but doesn't return the deceased creature to life. If a caster attempts to return to life a creature whose soul is trapped within a soul gem, they fail unless they succeed at a DC 30 Religion check. A success causes the soul gem to shatter so the creature is returned to life as normal for the spell.
A fiend can Interact to ingest a soul gem it is holding, condemning the soul to the fiend's home plane. The fiend gains fast healing 5 for 1 minute.
Effect The cacodaemon ingests the soul of a sentient creature within 30 feet that died within the last minute. When they do, the cacodaemon grows a fist-sized soul gem (Hardness 2, HP 8) in their gut and can regurgitate it at any time as an Interact action. Destroying the gem frees the soul within but doesn't return the deceased creature to life. If a caster attempts to return to life a creature whose soul is trapped within a soul gem, they fail unless they succeed at a DC 30 Religion check. A success causes the soul gem to shatter so the creature is returned to life as normal for the spell.
A fiend can Interact to ingest a soul gem it is holding, condemning the soul to the fiend's home plane. The fiend gains fast healing 5 for 1 minute.
Divine Innate Spells DC 17, attack +9
4th Read Omens
2nd Invisibility (At Will) (Self Only)
1st Fear
Cantrips (4th) Detect Magic
WORKS WELL WITH
AnvilLAND / AERIALA durable frontline body occupies attention while the daemon infiltrates in a disguised form.
CrasherLAND / AERIALA burst damage dealer finishes off a target already weakened by the daemon's disease.
SniperAERIALA ranged attacker adds pressure from range while the daemon harasses up close in disguise.
PUNISHES
✖ low Fortitude✖ isolated targets✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
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