Lacridaemon
Creature 3 — daemon, fiend, unholy
WeaverLANDfiendcold
Souls who die from neglect or exposure due to becoming lost, trapped in small spaces, or otherwise being far from help can transform into lacridaemons. These weaker daemons are full of despair and typically lash out against anyone they see, believing them to have intentionally abandoned the lacridaemon to their fate. Many lacridaemons are born from the souls of wicked mortals who push others away and thus suffer lonely deaths. Exiled, corrupt nobles and violent criminals left to rot in solitary
Source: pathfinder-monster-core-2
Perception +9; darkvision
Languages common, daemonic; Telepathy 100 feet
Skills acrobatics +11, deception +9, stealth +9, survival +8
Str
+1
Dex
+4
Con
+2
Int
+0
Wis
+1
Cha
+2
AC 18
Fort +9
Ref +12
Will +6
+1 status to all saves vs. magic
HP 45
Immunities cold, death-effects
Weaknesses holy 5
Speed 30 feet
Offense
Melee Jaws (magical, unholy) +12, Damage 1d8+4 piercing plus 1d6 cold plus Lacridaemon Venom
Melee Claw (agile, magical, unholy) +10, Damage 1d6+4 slashing plus 1d6 cold
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.
+1 Status to All Saves vs. Magic —
Steal Bearings — Success The creature is unaffected.
Failure The creature treats all squares as difficult terrain for its Stride.
Critical Failure As failure, except that the lacridaemon determines where the target moves during the Stride, though it can't move it into hazardous terrain or a place it can't stand.
Failure The creature treats all squares as difficult terrain for its Stride.
Critical Failure As failure, except that the lacridaemon determines where the target moves during the Stride, though it can't move it into hazardous terrain or a place it can't stand.
Weeping Aura (aura, divine) — 60 feet. The sounds of crying constantly surround a lacridaemon. A creature that first enters the area must attempt a DC 17 Will save as the sounds cause major disorientation. On a failure, the creature takes a –2 status penalty to Survival checks to Sense Direction (–4 on a critical failure) for 1 day. After attempting the save, the creature is temporarily immune to the lacridaemon's weeping aura for 1 day. The penalties from multiple weeping auras can increase up to a cumulative total of –10.
Lacridaemon Venom (poison, unholy) — Saving Throw DC 20 Fortitude
Maximum Duration 6 rounds
Stage 1 1d4 poison damage (1 round)
Stage 2 1d6 poison damage and Stupefied 1 (1 round)
Stage 3 1d8 poison damage, Confused, and stupefied 1 (1 round)
Maximum Duration 6 rounds
Stage 1 1d4 poison damage (1 round)
Stage 2 1d6 poison damage and Stupefied 1 (1 round)
Stage 3 1d8 poison damage, Confused, and stupefied 1 (1 round)
Venomous Spray — The lacridaemon's begins to weep, spraying its venom-filled tears at all creatures within 30-foot emanation{30 feet}. The creatures are immediately exposed to lacridaemon venom. Other lacridaemons are immune to this venom.
Divine Innate Spells DC 17
2nd Invisibility
1st Fear, Vanishing Tracks
WORKS WELL WITH
AnvilLANDKeeps enemies pinned inside the lacridaemon's weeping aura and venomous spray.
SniperLANDSteal Bearings makes terrain difficult for pursuers while the sniper takes unimpeded ranged shots.
PUNISHES
✖ approaching✖ clustering
Allies that push or pull enemies away from the lacridaemon's area-control zones.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Lacridaemon in the encounter builder — free, no install.
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