Astradaemon
Creature 16- Perception
- +28; darkvision, lifesense 30 feet, truesight 60 feet
- Languages
- Common, Daemonic, Telepathy 100 feet
- Skills
- Acrobatics +28, Athletics +32, Intimidation +33, Religion +26, Stealth +28, Survival +26
- Str +8, Dex +6, Con +7, Int +2, Wis +4, Cha +7
Telepathy 100 feet (aura, magical, mental)
Lifesense 30 feet
Constant Spells
- AC
- 39; Fort +27, Ref +30, Will +26; +1 status to all saves vs. magic
- HP
- 240; Immunities death effects, void; Weaknesses holy 15
Bent Light (divine, illusion, visual) 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 (aura, divine, force) 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.
Effect: Soul Siphon
- Speed
- 60 feet, fly 60 feet
Melee ◆ jaws +32 (magical, reach 10 feet, unarmed, unholy), Damage 3d6+8 piercing plus Essence Drain plus Grab
Melee ◆ claw +32 (agile, magical, reach 10 feet, unarmed, unholy), Damage 2d6+8 slashing plus Essence Drain
Melee ◆ tail +32 (magical, reach 15 feet, unholy), Damage 3d10+8 bludgeoning plus Essence Drain
Divine Innate Spells DC 37, attack +29; 8th pinpoint, execute; 7th interplanar teleport; 5th translocate; 4th translocate (at will); Constant (6th) truesight
Devour Soul ◆ (divine, incapacitation) 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 creature that survives is temporarily immune for 1 minute.
Effect: Devour Soul
Effect: Devour Soul (Victim Level 15 or Higher)
Essence Drain (divine, void) 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 ◆
Source: Pathfinder Monster Core