Olethrodaemon
Creature 20 — daemon, fiend, unholy
Pre-Remaster content. May include legacy alignment.
CrasherAnvilLANDAERIALSUBTERRANEANdaemonfiendunholy
Even daemons fear the most massive and terrifying of their kind, olethrodaemons. No single entity could embody the level of evil necessary to manifest one; instead, these living war machines are made from the souls of many-or so the story goes. Other theories suggest that the four Horsemen of the Apocalypse are responsible for creating the olethrodaemons, or that olethrodaemons are merely the seeping run-off of an even greater being: a mysterious fifth Horseman. Whatever the truth, olethrodaemo
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +33; darkvision, tremorsense (imprecise) 120 feet, truesight 60 feet
Languages common, daemonic; telepathy 100 feet
Skills athletics +40, intimidation +38, religion +34
Str
+10
Dex
+6
Con
+7
Int
+2
Wis
+6
Cha
+8
Items Soul Gem (4)
AC 44
Fort +35
Ref +32
Will +34
+1 status to all saves vs. magic
HP 450
Immunities death-effects
Weaknesses holy 20
Speed 35 feet, burrow 35 feet, fly 40 feet
Offense
Melee Jaws (magical, reach-10, unarmed, unholy) +38, Damage 4d12+17 piercing plus 1d6 spirit plus Grab
Melee Claw (agile, magical, reach-15, unarmed, unholy) +38, Damage 4d8+17 slashing plus 1d6 spirit plus Grab
Abilities
Tremorsense 120 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Telepathy 100 feet (aura, magical) — 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.
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 —
Aura of Doom (aura, death, divine) — 60 feet. Any creature that begins its turn in the aura is Doomed 1 for as long as it remains in the aura and for 1 hour thereafter.
Apocalypse Breath (divine, void) — The daemon expels a shrieking black cloud of smoke from its mouth in a 120-foot line or a 60-foot cone (or both a line and a cone in the same direction if it spends 3 actions). Living creatures in the area take 24d6 void damage (DC 45 Reflex save).
The olethrodaemon can't use Apocalypse Breath again for 1d4 rounds.
The olethrodaemon can't use Apocalypse Breath again for 1d4 rounds.
Soul Crush (manipulate) —
Swallow Whole (attack) — Huge, 4d10 bludgeoning damage and Drained 2, Rupture 43
An olethrodaemon has numerous stomachs connected by labyrinthine digestive organs. Swallowed creatures cannot Escape, but can attempt to cut their way out with a roll. On a roll of 1-3, the creature cuts into yet another stomach. On a roll of 4-6, the creature manages to cut its way out of the olethrodaemon.
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.
A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
Effect: Engulf and Swallow Whole
If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
An olethrodaemon has numerous stomachs connected by labyrinthine digestive organs. Swallowed creatures cannot Escape, but can attempt to cut their way out with a roll. On a roll of 1-3, the creature cuts into yet another stomach. On a roll of 4-6, the creature manages to cut its way out of the olethrodaemon.
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.
A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
Effect: Engulf and Swallow Whole
If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
Grab —
Divine Innate Spells DC 42, attack +34
10th Cataclysm, True Seeing (Constant)
9th Disintegrate (×3), Disjunction, Massacre, Wail of the Banshee
5th Dimension Door
4th Dimension Door (At will)
1st Detect Alignment (At will) (Good only)
WORKS WELL WITH
ShadeLAND / AERIAL / SUBTERRANEANA shade finishes off enemies weakened by the daemon's Aura of Doom and devastating area breath attacks.
WeaverLAND / AERIAL / SUBTERRANEANA weaver's difficult terrain and walls herd enemies into the daemon's line and cone breath weapon.
SniperLAND / AERIAL / SUBTERRANEANA sniper picks off enemies that scatter from the daemon's massive area attacks and breath weapon.
PUNISHES
✖ clumping✖ standing still✖ ranged reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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