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PFS StandardAstradaemon (Void Daemon)

These unnerving, almost reptilian daemons represent death by direct assault against a soul or life-forceā€”the same numbing death they bring with their fell touch. Rarely seen on the Material Plane, astradaemons spend most of their time hunting the pathways between the living world and the afterlife. There, they capture migrating souls, snatching them from their rightful rewards or punishments and dragging them to Abaddon as tribute to their undying masters. These horrifying predators of the dead can also be found stalking the banks of the River of Souls in the Astral Plane, where they constantly hunt for new victims. Psychopomps have a particular hatred of astradaemons as a result, and clashes between them and these eerie hunters of the recently departed are indeed the stuff of legend.

Not all astradaemons limit their hunt to souls. The most notorious of their kind serve the Horsemen themselves as assassins.

Recall Knowledge - Fiend (Religion): DC 35
Unspecific Lore: DC 33
Specific Lore: DC 30

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak AstradaemonCreature 15

Legacy Content

NE Large Daemon Fiend 
Source Bestiary pg. 73
Perception +28; darkvision, lifesense 30 feet, true seeing
Languages Common, Daemonic; telepathy 100 feet
Skills Acrobatics +26, Intimidation +31, Religion +24, Stealth +26, Survival +24
Str +5, Dex +6, Con +7, Int +2, Wis +4, Cha +7
AC 37; Fort +25, Ref +28, Will +24; +1 status to all saves vs. magic
HP 220; Immunities death effects, negative ; Weaknesses good 15
Soul Siphon (aura, divine, force, necromancy) 30 feet. An astradaemon draws power from the souls of the recently slain. If a Small or larger living creature dies within its 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 astradaemonā€™s Devour Soul ability. Incorporeal undead and living spirits traveling outside the body take 1d8 force damage each round within the daemonā€™s aura from the spiritual pressure as the astradaemon pulls in fragments of their soul. Displacement (divine, illusion, visual) An astradaemon bends light, appearing shifted from its true position, though still in the same space. Creatures targeting the astradaemon must attempt a DC 9 flat check, as if the astradaemon were hidden, even though it remains observed. Effects such as the Blind-Fight feat and halflingā€™s keen eyes that apply on the flat check against hidden creatures also apply against a displaced astradaemon.
Speed 60 feet, fly 60 feet
Melee [one-action] jaws +30 [+25/+20] (evil, magical, reach 10 feet), Damage 3d8-2+9 piercing plus 1d6 evil, essence drain, and GrabMelee [one-action] claw +30 [+26/+22] (agile, evil, magical, reach 10 feet), Damage 3d6-2+9 slashing plus 1d6 evil and Essence DrainMelee [one-action] tail +30 [+25/+20] (evil, magical, reach 15 feet), Damage 3d10-2+9 bludgeoning plus 1d6 evil and Essence DrainDivine Innate Spells DC 35 (-4 dmg); 8th discern location, finger of death; 7th plane shift (x2); 5th dimension door; 4th dimension door (at will); 1st detect alignment (at will; good only); Constant (6th) true seeing
Devour Soul [one-action] (divine, incapacitation, necromancy) Requirements The astradaemon hasnā€™t used an action with the attack trait yet this turn. Effect The astradaemon draws out and consumes the soul of a living creature it has grabbed. The creature must succeed at a DC 33 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.Essence Drain (divine, necromancy, negative) When an astradaemon hits with its claw, jaws, or tail, it drains the targetā€™s spiritual and vital essences. The target takes 2d10 negative energy damage and the astradaemon regains an equal number of Hit Points. The target must succeed at a DC 35 Fortitude save or become doomed 1 and drained 1. If the target was already drained or doomed, it instead increases both conditionsā€™ value by 1, to a maximum of 4.

All Monsters in "Daemon"

NameLevel
Agradaemon (Conflagration Daemon)19
Astradaemon (Void Daemon)16
Cacodaemon (Harvester Daemon)1
Ceustodaemon (Guardian Daemon)6
Crucidaemon (Torture Daemon)15
Derghodaemon (Ravager Daemon)12
Leukodaemon (Pestilence Daemon)9
Meladaemon (Famine Daemon)11
Obcisidaemon (Obliteration Daemon)19
Olethrodaemon (Apocalypse Daemon)20
Phasmadaemon (Terror Daemon)17
Piscodaemon (Venom Daemon)10
Purrodaemon (War Daemon)18
Sordesdaemon (Pollution Daemon)15
Thanadaemon (Death Daemon)13
Venedaemon (Pact Daemon)5

Daemon

Source Bestiary pg. 70
Denizens of the bleak and terrible plane of Abaddon, daemons are shaped by and devoted to the destruction of life in all its forms. They seek the death of every mortal being by the most painful and horrible means possible, all in service to the apocalyptic entities known as the Four Horsemen. Each kind of daemon represents a different way to die, and their powers are nearly always aimed at spreading that particular form of death. Through the use of these powers, they seek to drag all existence down into a pit of hopelessness and despair, and to commit all souls to oblivion.

While those who summon daemons to the Material Plane usually seek to use the creaturesā€™ destructive and corrupting powers for their own ends, daemons always look for ways to spread fear, doubt, and despair wherever they go. Often, daemons disguise their plots as the workings of other fiends, knowing that such confusion compounds mortalsā€™ fear.

While all fiends seek to tempt mortals into lives of evil to increase their own numbers and power on their native planes, daemons are further driven by a supernatural hunger for mortal souls and use a variety of methodsā€”not least of which is the cacodaemonsā€™ soul gemsā€”to entrap them. On Abaddon and in other forbidding places across the multiverse, souls are simultaneously a delicacy, a trade good, and a source of magical power, and the daemons are among the greatest gluttons, merchants, and abusers of this spiritual ā€œresource.ā€

Sidebar - Locations Abaddon

Daemons hail from Abaddon, a plane of pure evil for only the most corrupt souls. If Hell is a realm of torture and systematic depravity, Abaddon is its twisted cousinā€”a place where one can find only misery and despair in ample quantities, with neither the strictures of Hell nor the chaotic freedom of the Abyss. For evildoers who seek simply to inflict their wickedness on others, Abaddon is a rich hunting ground where one can revel in turpitude, though visitors be forewarned: the competition is fierce.

Sidebar - Additional Lore Daemon Harbingers

The four Horsemen are the most powerful of the daemonic demigods, but they are only four of many. Far more daemonic harbingers dwell on Abaddon, each a unique and powerful demigod in their own right that enjoys sweeping influence among daemonkind. Jacarkas the Collector (ruler of the slave city of Awaiting Consumption), Vorasha the Ophidian (consort to the Horseman of Famine), and Zelishkar the Bitter Flame (patron to arsonists and agent of the Horseman of War) are but three of the dozens of harbingers who rule realms in Abaddon.

Sidebar - Additional Lore Daemonic Deacons

Each of the four Horsemen is served by a specific category of servitor daemons known as deacons. Leukodaemons serve as deacons to the Horseman of Pestilence. Meladaemons serve as deacons to the Horseman of Famine, while thanadaemons serve as deacons to the Horseman of Death. Purrodaemons are currently the most powerful of the deacons, and serve the Horseman of Warā€”yet over time, which category of deacon is the most powerful can wax and wane.

Sidebar - Additional Lore Daemonic Divinities

Numerous powerful and unique daemon demigods, known collectively as harbingers, rule over swaths of Abaddon. Above these demigods, though, are entities of even greater powerā€”the four Horsemen of the Apocalypse. As the eons go on, the names and identities of specific horsemen change. Currently, they consist of Apollyon (Horseman of Pestilence), Charon (Horseman of Death), Szuriel (Horseman of War), and Trelmarixian (Horseman of Famine). Of these, only Charon has never fallen to an upstart. Some hold that a ā€œFifth Horsemanā€ once ruled over the other four, while others maintain that the eternally eclipsed sun in the skies above Abaddon is all that remains of this long-dead god.

Sidebar - Related Creatures Other Daemons

As many daemons exist as there are awful ways to die. The bloody sangudaemon personifies death by blood loss, while the skeletal thanadaemon represents death from old age. The most powerful daemons are the olethrodaemons, who represent the massive deaths caused by apocalypses and the end of entire worlds.

Sidebar - Treasure and Rewards Soul Gems as Gear

Daemons often carry soul gems either as trophies or for powering an ability. Cacodaemons are the most common source for soul gems, but they can also be created by spells like bind soul. If a daemon crushes a soul gem to power an ability, the trapped soul is released into the afterlife and can be resurrected normally.

Sidebar - Treasure and Rewards Soul Gems as Treasure

Soul gems are traded in illicit markets, a tradition celestials and psychopomps alike find vile. Soul gems' value varies, but is generally worth an amount relative to the level of a gem's captive soul.

Sidebar - Additional Lore The Daemonic Paradox

Daemons embody a fundamental paradoxā€”while they are incarnations of death and seek to devour all that lives, they are themselves living creatures. Some speak of a glorious end time after which reality will finally be free of the contagion that is life itself. Most daemons give no thought to this paradox.