Agent of the Gray Queen

Level 19
Creature· daemonRareLargeLegacy
AC
43
HP
290
Speed
60 ft.
Perception
+32
Fort
+31
Ref
+35
Will
+30
Immunities death-effects, void
Weaknesses holy 20
Languages common, daemonic
Senses darkvision, lifesense 30 ft., truesight 60 ft.
Skills intimidation +38, acrobatics +33, deception +33, stealth +33, religion +31, survival +31
Other Speeds fly 60 ft.
Recall Knowledge DC 44 (religion)

Attacks

Melee Jaws +36 (magical, reach 10 ft., unarmed, unholy), Damage 4d8+9 piercing plus 1d6 spirit
Melee Claw +32 (agile, magical, reach 10 ft., unarmed, unholy), Damage 4d6+9 slashing plus 1d6 spirit
Melee Tail +32 (evil, magical, reach 15 ft., unholy), Damage 4d10+9 bludgeoning plus 1d6 spirit

Abilities

Telepathy 100 feetinteraction
Lifesense 30 feetinteraction
Constant Spellsinteraction
+1 Status to All Saves vs. Magic
Displacement

An astradaemon bends light, appearing shifted from its true position, though still in the same space.

Creatures targeting the astradaemon must attempt a DC 11 flat check, as if the astradaemon were hidden, even though it remains observed.

Effects such as the Blind-Fight feat and halfling's Keen Eyes that apply on the flat check against hidden creatures also apply against a displaced astradaemon.

Soul Siphon

30 feet. An astradaemon draws power from the souls of the recently slain. If a Small or larger living creature dies within its aura, the astradaemon gains 5 temporary Hit Points and a +1 status bonus to attack and damage rolls for 1 round, unless the creature was slain by an astradaemon's Devour Soul ability.

Incorporeal undead and living spirits traveling outside the body take 1d8 force damage each round within the daemon's aura from the spiritual pressure as the astradaemon pulls in fragment

Essence Drain

When an astradaemon hits with its claw, jaws, or tail, it drains the target's spiritual and vital essences.

The target takes 2d10 void damage and the astradaemon regains an equal number of Hit Points. The target must succeed at a DC 37 fortitude save or become Doomed 1 and Drained 1.

If the target was already drained or doomed, it instead increases both conditions' value by 1, to a maximum of 4.

Mortal Shell◆◆

Requirements The astradaemon has killed a Large or smaller creature with Overtake Soul within the past 24 hours and that creature is within the daemon's reach


Effect The astradaemon takes over and wears the body of their victim. This automatically creates a disguise to allow the astradaemon to Impersonate the target creature. The body has a number of Hit Points equal to 3 times the level of the creature. Any damage targeting the astradaemon damages the body first. Once the body is reduced

Overtake Soul

Requirements The astradaemon hasn't used an action with the attack trait yet this turn.


Effect The astradaemon draws out and consumes the soul of a living creature it has Grabbed. The creature must succeed at a DC 39 fortitude save or instantly die. If it dies, the astradaemon gains 10 temporary Hit Points.

Effect: Overtake Soul

Grab