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Thanadaemon

Creature 13 — daemon, fiend, unholy

WeaverAnvilLANDAERIALdaemonfiendunholy

Also known as the deacons of death, thanadaemons represent death via old age. They are among the most patient daemons, and prefer to bide their time to enact far-reaching, decades-long plans rather than fight (though they are still deadly foes). Like the Horseman of Death, they ply the waters of the River Styx in search of wayward souls. Rarely are thanadaemons seen without a trademark oar (which they wield as a bo staff), a tool they use to navigate the river's muck-ridden channels and turbulen

Source: pathfinder-monster-core-2

Perception +26; darkvision, truesight 60 feet
Languages common, daemonic; telepathy 100 feet
Skills arcana +22, deception +26, intimidation +26, religion +22, Styx Lore +24
Str
+6
Dex
+6
Con
+4
Int
+3
Wis
+5
Cha
+7
Items +1 Striking Bo Staff, Soul Gem (2)
AC 34 Fort +21 Ref +23 Will +26 +1 status to all saves vs. magic
HP 270
Immunities death-effects
Weaknesses holy 10
Speed 25 feet, Air Walk 25 feet

Offense

Melee Bo Staff (magical, parry, reach-10, trip, unholy) +28, Damage 2d8+16 bludgeoning plus 1d6 void plus Draining Strike
Melee Claw (agile, finesse, magical, unarmed, unholy) +27, Damage 3d6+17 slashing plus Draining Strike

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.
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
Terrifying Gaze (aura, divine, emotion, fear, mental, visual) — 30 feet. When a creature ends its turn in the aura, it must attempt a DC 30 Will save. If the creature fails, it becomes Frightened 2. The creature is then temporarily immune to terrifying gaze (but not Focus Gaze) for 24 hours.
Draining Strike (divine) — When a thanadaemon damages a living creature with a melee Strike, the creature must succeed at a DC 33 Fortitude save or become Drained 1. Further damage dealt by the thanadaemon increases the drained condition value by 1 on a failed save, to a maximum of drained 4.
Focus Gaze (concentrate, divine, fear, visual) — The thanadaemon glares at a single creature they can see within 30 feet. If the target wasn't already Frightened, they must immediately attempt a DC 33 Will save against the thanadaemon's terrifying gaze. If the target was already frightened, they must attempt a DC 33 Will save or become Fleeing for 1d4 rounds; this second effect has the incapacitation trait. After attempting its save, the creature is temporarily immune to this ability until the start of the thanadaemon's next turn.
Soul Crush (manipulate) —
Divine Innate Spells DC 34, attack +24
7th Execute, Interplanar Teleport (at will; self plus skiff and passengers only; Astral, Ethereal, and unholy planes only)
6th Teleport, Truesight (Constant), Vampiric Exsanguination
4th Translocate, Translocate (At Will)
3rd Slow

WORKS WELL WITH

CrasherLAND / AERIALA striker finishes off targets already Frightened and Drained by the daemon's gaze and strikes.
FlankerLAND / AERIALA mobile skirmisher capitalizes on targets fleeing or fixated by the terrifying aura.
SniperLAND / AERIALRanged damage exploits targets locked into repeated Will saves by the daemon's gaze.

PUNISHES

✖ low Will✖ melee reliance✖ clumping
Works well with · Punishes · Pairing advice Unlock with Tactics

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