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Meladaemon

Creature 11 — daemon, fiend, unholy

AnvilSnareLANDAERIALfienddaemonunholy

Meladaemons personify death by starvation and thirst, and revel in spreading the same despair that brought about their mortal demise. When they aren't blighting fields, massacring livestock, or tainting water supplies, they experiment on prisoners to study how long creatures can go without sustenance and the deleterious effects that result from such deprivation. Fiercely loyal to Trelmarixian, Horseman of Famine, they serve no other beings. They work alongside other daemons if Trelmarixian wills

Source: pathfinder-monster-core-2

Perception +21; darkvision, lifesense (imprecise) 30 feet
Languages common, daemonic; telepathy 100 feet
Skills acrobatics +20, athletics +21, deception +23, intimidation +23, religion +20, stealth +23, survival +19
Str
+7
Dex
+5
Con
+6
Int
+3
Wis
+4
Cha
+6
AC 31 Fort +23 Ref +20 Will +19 +1 status to all saves vs. magic
HP 225
Immunities death-effects
Weaknesses holy 10
Speed 25 feet, fly 50 feet

Offense

Melee Jaws (magical, reach-10, unholy) +24, Damage 2d12+16 piercing plus Daemonic Famine
Melee Claw (agile, magical, reach-10, unarmed, unholy) +24, Damage 2d8+16 slashing plus Grab, Withering Touch

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 (Imprecise) 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.
+1 Status to All Saves vs. Magic
Consumptive Aura (aura, divine) — 20 feet. A meladaemon emanates an aura of intense hunger. Each round a creature begins its turn in the aura, it must attempt a DC 27 Fortitude save. On a failure, the creature takes 1d6 void damage (2d6 void damage on a critical failure) and becomes Fatigued. This fatigue ends as soon as the creature eats any food.
Withering Opportunity
Daemonic Famine (disease) — Saving Throw DC 29 Fortitude

Stage 1 carrier with no ill effect (1 day)

Stage 2 Enfeebled 1 (1 day)

Stage 3 Enfeebled 2 (1 day)

Stage 4 as stage 3

Stage 5 Enfeebled 3 (1 week)

Stage 6 dead
Withering Touch (divine) — When the meladaemon hits with a claw Strike or a creature begins its turn Grabbed by the meladaemon, the creature must attempt a DC 30 Fortitude save. On a failure, the creature takes 1d6 void damage and becomes Fatigued. This fatigue ends when the creature drinks.
Grab
Divine Innate Spells DC 31, attack +21
4th Translocate, Translocate (At will)
1st Fear, Force Barrage (At will), Phantom Pain

WORKS WELL WITH

CrasherLAND / AERIALA heavy striker can finish a target the meladaemon has already weakened and grabbed with Withering Touch.
SniperLAND / AERIALA ranged attacker can stay outside the Consumptive Aura's radius while the meladaemon ties up melee threats in its grasp.
WeaverLAND / AERIALA caster adding further Fortitude pressure compounds with Daemonic Famine to erode a target's resilience over time.

PUNISHES

✖ standing still (Consumptive Aura punishes staying nearby)✖ melee reliance (Withering Touch on Grab)✖ low Fortitude
Avoid pairing with another aura-based zone denial creature; the party's positioning options collapse without adding new tactical variety.
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 Monster Core 2.

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