Daemon, Thanadaemon
System: Pathfinder | SRD
Daemon, Thanadaemon
CR 13
NE
Outsider (daemon, evil, extraplanar)
Medium
Init +7
;
Senses darkvision 60 ft., true seeing; Perception +25
Defense
AC 27, touch 14, flat-footed 23 (+3 Dex, +1 dodge, +13 natural)
hp 172 (15d10+90)
Fort +11
Ref +12
Will +14
DR 10/good
Immune acid, death effects, disease, poison
Resist cold 10, electricity 10, fire 10
SR 24
Offense
Speed 30 ft.
Melee +2 quarterstaff +22/+17/+12 (1d6+9 plus energy drain) or
CMB +20
CMD 34
Statistics
Str 21,
Dex 16,
Con 23,
Int 17,
Wis 17,
Cha 18
Base Atk +15
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Iron Will, Lunge, Mobility, Power Attack
Skills Acrobatics +21, Bluff +22, Diplomacy +22, Intimidate +22, Knowledge (planes) +21, Knowledge (religion) +21, Perception +25, Sense Motive +25, Stealth +14, Survival +10
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
Special Abilities
Draining Weapon (Su) A thanadaemon's energy drain attack functions through any melee weapon it wields.
Fear Gaze (Su) Cower in fear for 1d6 rounds, 30 feet, Will DC 21 negates. This is a mind-affecting fear effect. The save DC is Charisma-based.
Soul Crush (Su) A thanadaemon can crush a soul gem (see cacodaemon) as a standard action to gain fast healing 15 for 15 rounds (this is a standard action). This action condemns the crushed soul to Abaddon—resurrecting this victim requires a DC 28 caster level check.
Rattling with each stride, this looming, horned, skeletal figure clutches a wicked staff. A seething glow burns in its eye sockets.