Thanadaemon

Level 13
Creature· daemonMediumRemaster
AC
34
HP
270
Speed
25 ft.
Perception
+26
Fort
+21
Ref
+23
Will
+26
Immunities death-effects
Weaknesses holy 10
Languages common, daemonic
Senses darkvision, truesight 60 ft.
Skills deception +26, intimidation +26, arcana +22, religion +22
Other Speeds Air Walk 25 ft.
Recall Knowledge DC 31 (religion)

Attacks

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

Abilities

Telepathy 100 feetinteraction
Constant Spellsinteraction
+1 Status to All Saves vs. Magic
Terrifying Gaze

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

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

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 ; 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◆◆

Requirements The thanadaemon has a soul gem


Effect The thanadaemon crushes the soul gem in one hand and gains fast healing 15 for 1 minute.

Effect: Soul Crush (Healing)

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 turbulent rapids.


Daemons form from the most despicable souls and personify forms of death.