Sordesdaemon

Level 15
Creature· daemonLargeRemaster
AC
37
HP
300
Speed
30 ft.
Perception
+26
Fort
+30
Ref
+24
Will
+26
Immunities death-effects, disease
Weaknesses holy 15
Languages common, daemonic
Senses darkvision
Skills crafting +29, intimidation +28, religion +28, survival +28, arcana +27, medicine +26, stealth +24
Other Speeds climb 20 ft.
Recall Knowledge DC 34 (religion)

Attacks

Melee Fist +29 (magical, reach 15 ft., unarmed, unholy), Damage 3d8+14 bludgeoning plus 1d6 spirit

Abilities

Telepathy 100 feetinteraction
+1 Status to All Saves vs. Magic
Miasma of Pollution

30 feet. A creature that enters the aura or begins its turn in it must succeed at a DC 34 fortitude save or be Sickened 2 (plus Slowed 1 as long as it's sickened on a critical failure). Creatures in the aura can't reduce the value of the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. Creatures made of water (such as water elementals) and plant creatures use an outcome one degree of success worse than the result of their save.

Pollution Infusion

Non-fiend creatures adjacent to the afflicted creature take a -1 circumstance penalty to saving throws against disease

Saving Throw DC 36 fortitude

Stage 1 Drained 1 (1 day)

Stage 2 Doomed 1 and Drained 1 (1 day)

Stage 3 Doomed 1 and Drained 2 (1 day)

Stage 4 Doomed 2 and Drained 2 (1 week)

Stage 5 dead.

Effect: Pollution Infusion

Retch of Foulness◆◆

The sordesdaemon exhales a spray of sewage that deals 8d6 acid 8d6 poison in a 30-foot area (DC 36 fortitude save).

It can't use Retch of Foulness again for .

Sordesdaemons are hulks of sewage and daemonic flesh that embody death through pollution. They are among the newest types of daemons to appear on Golarion and are constantly surrounded by a cloud of foul mist that chokes living creatures. Sordesdaemons are fiendishly clever and often seek to inspire mortals with new ideas and inventions that despoil the environment. While these daemons are more than capable of ruining habitats on their own, they take great delight in encouraging mortals to do so themselves, as the act can eventually create new sordesdaemons. Once a given forest, river or other natural abode is completely polluted, a sordesdaemon often moves to claim it as their domain.