You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
Learn more.
You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
Learn more.
Its body seemingly made of iron, this shapely feminine form has wrists pierced by chains that end in curved blades.
Crucidaemon CR 15
XP 51,200
NE Medium outsider (daemon, evil, extraplanar)
Init +9; Senses darkvision 60 ft., deathwatch, detect good, true seeing; Perception +23
Defense
AC 29, touch 16, flat-footed 23 (+5 Dex, +1 dodge, +13 natural)
hp 212 (17d10+119)
Fort +17, Ref +12, Will +13
DR 10/good and silver; Immune acid, bleed, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 26
Offense
Speed 50 ft.
Melee daggers +29/+29/+24/+19/+14 (1d4+11/17–20 plus bleed)
Space 5 ft.; Reach 10 ft.
Special Attacks bleed (2d6), chained daggers, trap making
Spell-Like Abilities (CL 16th; concentration +25)
Constant—air walk, deathwatch, detect good, true seeing
At will—fear (DC 23), greater teleport (self plus 50 lbs. of objects only), invisibility
3/day—greater glyph of warding (DC 25), hold monster (DC 24)
1/day—insanity (DC 26), summon (level 4, 2 piscodaemons 50%), symbol of pain (DC 24)
Statistics
Str 28, Dex 21, Con 24, Int 16, Wis 17, Cha 29
Base Atk +17; CMB +26; CMD 42
Feats Dodge, Improved Critical (daggers), Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Stealthy, Step Up, Weapon Focus (daggers)
Skills Bluff +29, Craft (traps) +31, Disable Device +25, Escape Artist +7, Intimidate +29, Knowledge (arcana, engineering) +11, Perception +23, Sense Motive +16, Spellcraft +18, Stealth +29, Use Magic Device +19; Racial Modifiers +8 Craft (traps)
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
Ecology
Environment any (Abaddon)
Organization solitary, pair, or inquisition (3–6)
Treasure standard
Special Abilities
Chained Daggers (Su) A crucidaemon fights with the two daggers chained to its wrists as if dual wielding daggers with a reach of 10 feet (although it can also attack adjacent foes with no penalty). It takes no penalty on attack or damage rolls while wielding both of these daggers at once. These daggers are considered to be +2 daggers that deal 2d6 points of bleed damage. The daggers become nonmagical upon the daemon's death, and cannot be disarmed. A crucidaemon may remanifest a destroyed dagger as a standard action.
Trap Making (Ex) A crucidaemon can use Disable Device to disarm magic traps. When it uses its greater glyph of warding spell-like ability to create a spell glyph, it may utilize any 6th-level or lower spell from the cleric or the wizard spell list, even though it otherwise can't cast these spells. The Perception and Disable Device DCs for any traps a crucidaemon creates gain a +2 bonus.
Bloody representations of death by traps or torture, crucidaemons spend their existence subjecting creatures to an eternity of pain and terror. Whereas many daemons are quick to feed on the soul of mortals they capture, a crucidaemon lets its victims linger, marinating their souls in torment and pain so that when the time for feeding finally comes, they welcome their final oblivion with tears of gratitude.
Crucidaemons are 6 feet tall and weigh 250 pounds.
A bloody, tooth-filled mouth that looks almost like a horrific gash gasps in the neck of this pale, childlike horror.
Vulnudaemon CR 4
XP 1,200
NE Small outsider (daemon, evil, extraplanar)
Init +3; Senses darkvision 60 ft., detect good, detect magic; Perception +10
Aura aura of doom (30 ft., DC 18)
Defense
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 39 (6d10+6)
Fort +6, Ref +5, Will +6
DR 5/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10
Offense
Speed 30 ft.
Melee short sword +10/+5 (1d4+2/19–20 plus bleed), bite +5 (1d3+1)
Special Attacks bleed (1d4), sneak attack +1d6
Spell-Like Abilities (CL 7th; concentration +10)
Constant—detect good, detect magic
3/day—blur, death knell (DC 15), invisibility, minor image (DC 15)
1/day—inflict critical wounds (DC 17), summon (level 2, 1d4 cacodaemons 40%)
Statistics
Str 14, Dex 17, Con 13, Int 12, Wis 13, Cha 16
Base Atk +6; CMB +7; CMD 20
Feats Ability Focus (aura of doom), Combat Casting, Weapon Finesse
Skills Bluff +12, Diplomacy +10, Fly +11, Knowledge (arcana) +7, Knowledge (planes) +8, Perception +10, Sense Motive +10, Spellcraft +8, Stealth +16
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
Ecology
Environment any (Abaddon)
Organization solitary, pair, or murder (3–12)
Treasure standard
Special Abilities
Aura of Doom (Su) As a free action, a vulnudaemon can radiate an aura of dread and hopelessness. Any creature within 30 feet of the vulnudaemon must succeed at a DC 18 Will save or become shaken for as long as it remains in the aura.
These deceptive daemons personify death resulting from murder accented with betrayal. Most often formed from the souls of evil creatures killed by family or friends, vulnudaemons spread their insanity throughout the worlds by deceiving and killing all creatures they meet.
Vulnudaemons stalk their prey, infecting them with a sense of impending doom and watching their reactions, learning their responses before attacking and savoring their death. These daemons serve as excellent assassins, hiding in the shadows before debilitating their enemies, or striking from the protection of invisibility in order to deliver the killing blow. When facing stronger enemies, vulnudaemons seek to wear them down through a series of attacks, nicking at them and darting off, then repeating the process until their opponents bleed out.
Vulnudaemons often find themselves called to the Material Plane by cultists of deities associated with murder and assassination. These cultists often see vulnudaemons as sacred creatures favored by their deity, and rather than simply use the daemons as assassins, cultists often grant them a shocking degree of freedom to wander the region as they will, picking victims to fit their own agendas and murdering whomever they wish. Cultists who conjure vulnudaemons into the world usually take care to show the daemons a secret hand sign or other code that members of the cult can show them, lest the monsters decide to target one of the believers for an attack. Whether or not an accidentally targeted cultist has the time to flash her safety sign to the daemon should the creature attack her at a later date is, of course, another matter.
Vulnudaemons stand 3 feet tall and weigh 25 pounds.