Phasmadaemon
Level 17Attacks
Abilities
60 feet. DC 35 will
Escaping fear near a phasmadaemon is no simple task. Creatures don't automatically reduce their Frightened condition while they are within the phasmadaemon's Frightful Presence aura. Instead, they must attempt a Will save at the end of their turn against the DC of the effect that caused the condition. On a success, the creature's frightened condition is reduced by 1.
(3d10+9)[bludgeoning], DC 35 fortitude
Requirements The phasmadaemon has a creature Grabbed or Restrained
Effect The phasmadaemon feeds on the creature's mortality and innate terror, dealing 6d8 mental damage. The creature must attempt a DC 38 will save.
Critical Success The creature takes no damage and manages to break free from the phasmadaemon's Grab.
Success The creature takes half damage.
Failure The creature takes full damage and increases their frightened conditioned by 1, to a maximum of Frightened 4.
Critic
The phasmadaemon can Squeeze through tight spaces as if it were a Small creature. While Squeezing, it can move at its full Speed. The phasmadaemon can even Squeeze through spaces that typically fit only a Tiny creature, but does so at the standard speed for Squeezing.
Claw
The horrifying phasmadaemons make use of illusions and their own frightening appearances (that of serpents with bony tails, horned crocodilian skulls for heads, and several insectile pincers) to strike fear into the hearts of others. They represent deaths brought about by fright. Ultimately, any kind of fear can lead to the creation of a phasmadaemon, but a soul who transforms into such a fiend must quickly find other fears to feed on to build up their own strength. Without the nourishment of human fear, the newborn phasmadaemon begins to waste away, eventually "dying" and becoming planar quintessence. Only the most clever and capable phasmadaemons survive their initial hunger, learning how to prey on even the bravest souls as a result.