Astradaemon

Level 16
Creature· daemonLargeRemaster
AC
39
HP
240
Speed
60 ft.
Perception
+28
Fort
+27
Ref
+30
Will
+26
Immunities death-effects, void
Weaknesses holy 15
Languages common, daemonic
Senses darkvision, lifesense 30 ft., truesight 60 ft.
Skills intimidation +33, athletics +32, acrobatics +28, stealth +28, religion +26, survival +26
Other Speeds fly 60 ft.
Recall Knowledge DC 35 (religion)

Attacks

Melee Jaws +32 (magical, reach 10 ft., unarmed, unholy), Damage 3d6+8 piercing
Melee Claw +32 (agile, magical, reach 10 ft., unarmed, unholy), Damage 2d6+8 slashing
Melee Tail +32 (magical, reach 15 ft., unholy), Damage 3d10+8 bludgeoning

Abilities

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

An astradaemon appears shifted from their true position, though still in the same space. Creatures targeting the astradaemon must succeed at a DC 11 flat to do so, as if the astradaemon were Hidden, even though the astradaemon remains observed.

Abilities that apply to the flat check against hidden creatures also apply against bent light.

Soul Siphon

30 feet.

An astradaemon draws power from the souls of the recently slain. If a Small or larger living creature dies within their 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 that are traveling outside a body take 1d8 spirit damage each round within the daemon's aura as the astradaemon pulls in fragments of their soul.

Devour 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 they have Grabbed.

The creature must succeed at a DC 35 fortitude save or instantly die. If it dies, the astradaemon gains 10 temporary Hit Points and a +2 status bonus to attack and damage rolls for 1 minute, or for 1 day if the victim was 15th level or higher.

A victim slain in this way can be returned to life normally. A

Essence Drain

When an astradaemon hits with their claw, jaws, or tail, they drain 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.

Grab

These unnerving daemons represent death by direct assault against a soul or life-force. Rarely seen in the mortal Universe, astradaemons spend most of their time hunting the pathways between the living world and the afterlife. There, they capture migrating souls, snatching them from their rightful rewards or punishments and dragging them to Abaddon as tribute to their undying masters. These horrifying predators of the dead can also be found stalking the banks of the River of Souls in the Astral Plane, where they constantly hunt for new victims.


Denizens of the bleak and terrible plane of Abaddon, daemons are shaped by and devoted to the destruction of life in all its forms. They seek the death of every mortal being by the most painful and horrible means possible, in service to the Apocalypse Riders. Each kind of daemon represents a different way to die, and their powers are nearly always aimed at spreading that particular form of death. Through the use of these powers, they seek to drag all existence down into a pit of hopelessness and despair, and to commit all souls to oblivion.

While mortals who summon daemons usually seek to use the creatures' destructive and corrupting powers for their own ends, daemons always look for ways to spread fear, doubt, and despair wherever they go. Often, daemons disguise their plots as the workings of other fiends, knowing that such confusion compounds mortals' fear and keeps those mortals from bringing the most effective weapons. As a result, learned mortals sometimes refer to daemons as "riders" after their leaders or "soul mongers" after their largest industry.

While many fiends seek to tempt mortals into lives of nihilistic evil to increase their own numbers and power on their native planes, daemons are further driven by a supernatural hunger for mortal souls and use a variety of methods—not least of which is the cacodaemons' soul gems—to entrap them. On Abaddon and in other forbidding places across the multiverse, souls are simultaneously a delicacy, a trade good, and a source of magical power, and the daemons are among the greatest gluttons, merchants, and abusers of this spiritual "resource."