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Crucidaemon

Creature 15 — daemon, fiend, unholy

Pre-Remaster content. May include legacy alignment.

SnareFlankerLANDdaemonfiend

Of all the ways to die, crucidaemons represent perhaps one of the least desirable: death by torture. The fiend's shapely body, which appears to be sculpted from iron or mithril, belies a sinister wrath and love of inflicting pain. Crucidaemons particularly enjoy inflicting pain with their curved, serrated daggers, which are attached to their bodies via a chain that pierces each wrist. A crucidaemon's existence is dedicated to subjecting its prey to an eternity of pain and terror. Unlike other d

Source: age-of-ashes-bestiary (Pre-Remaster)

Perception +26; darkvision, lifesense 30 feet; detect alignment (good only)
Languages chthonian, diabolic, draconic; telepathy 100 feet
Skills acrobatics +30, arcana +26, crafting +30, deception +26, intimidation +28, stealth +30, thievery +26
Str
+4
Dex
+7
Con
+7
Int
+3
Wis
+7
Cha
+5
AC 38 Fort +26 Ref +30 Will +26 +1 status to all saves vs. magic
HP 225
Immunities death-effects
Resistances physical (except adamantine) 10
Weaknesses holy 10
Speed 50 feet

Offense

Melee Chained Dagger (agile, finesse, magical, reach-10, unholy, versatile-s) +30, Damage 4d4+14 piercing plus 2d6 bleed

Abilities

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
Trap Dodger — Crucidaemons are all but impossible to fool with traps. Whenever a crucidaemon rolls a saving throw against a trap hazard, its degree of success is one better than it rolled.
Daemonic Trap Making (divine) — When the crucidaemon casts its innate Rune Trap spell, it can store any arcane or divine spell of an appropriate level in the glyph, even if it can't otherwise cast the spell.
Flurry of Daggers — The crucidaemon makes two chained dagger Strikes against a single target. These attacks count toward the crucidaemon's multiple attack penalty and its multiple attack penalty doesn't increase until after both attacks.
Manifest Dagger — The crucidaemon summons a new chained dagger to replace a destroyed one. A crucidaemon's daggers can't be disarmed, and they become non-magical when severed from the daemon or upon the daemon's death.
Divine Innate Spells DC 32, attack +28
4th Air Walk (Constant)
3rd Glyph of Warding (×3), Paralyze
2nd Death Knell, Invisibility (At Will)
1st Detect Alignment (Constant) (Good Only), Fear, Phantom Pain (At Will)

WORKS WELL WITH

AnvilLANDAnvil holds enemies in the trapped zones the crucidaemon prepares.
CrasherLANDCrasher drives foes back into the crucidaemon's prepared trap fields.
WeaverLANDWeaver controls enemy pathing into the daemon's glyph traps.

PUNISHES

✖ trap detection✖ static positioning
Another Snare competes for placement in the same contested ground.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #149: Against the Scarlet Triad.

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