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Lacridaemon (Loneliness Daemon)

Souls who die from neglect or exposure due to becoming lost, trapped in small spaces, or otherwise being far from help can transform into lacridaemons. These weaker daemons are full of despair and typically lash out against anyone they see, believing them to have intentionally abandoned the lacridaemon to their fate. Many lacridaemons are born from the souls of wicked mortals who push others away and thus suffer lonely deaths. Exiled, corrupt nobles and violent criminals left to rot in solitary prisons are common among their ranks.

Lacridaemons tend to resemble humanoids with smooth, gray skin, a strange tail, and vicious claws. They each have patches of frost across their flesh, representing their ultimately cold and lonely ends. These patches appear on every lacridaemon even if their deaths weren't due to exposure to cold, as is the case for souls who perished alone from thirst in the desert.

Even in their fiendish state, lacridaemons can't help but consider themselves alone. It's not uncommon to find groups of lacridaemons where each daemon acts independently, as if the others weren't there. They tend to sit alone in dark corners reminiscent of the places of they died, sobbing loudly, but once they become aware of the presence of non-fiends, they are quick to attack, believing these creatures to be the same ones who abandoned them in life. A lacridaemon's supernatural abilities allow the fiend to subject others to a fate similar to the their own death, making it difficult to escape danger and find help.

Recall Knowledge - Fiend (Religion): DC 18
Unspecific Lore: DC 16
Specific Lore: DC 13

Elite | Normal | Weak
Proficiency without Level

LacridaemonCreature 3

Medium Daemon Fiend Unholy 
Source Monster Core 2 pg. 78
Perception +6; darkvision
Languages Common, Daemonic; telepathy 100 feet
Skills Acrobatics +8, Deception +6, Stealth +6, Survival +5
Str +1, Dex +4, Con +2, Int +0, Wis +1, Cha +2
AC 15; Fort +6, Ref +9, Will +3; +1 status to all saves vs. magic
HP 45; Immunities cold, death effects; Weaknesses holy 5
Weeping Aura (aura, divine) 60 feet. The sounds of crying constantly surround a lacridaemon. A creature that first enters the area must attempt a DC 14 Will save as the sounds cause major disorientation. On a failure, the creature takes a –2 status penalty to Survival checks to Sense Direction (–4 on a critical failure) for 1 day. After attempting the save, the creature is temporarily immune to the lacridaemon's weeping aura for 1 day. The penalties from multiple weeping auras can increase up to a cumulative total of –10.Steal Bearings [reaction] Trigger A creature within 30 feet Strides Effect The lacridaemon attempts to redirect the triggering creature so it eventually becomes as lost as the lacridaemon. The triggering creature attempts a DC 14 Will save. Regardless of the result, the creature becomes temporarily immune to all attempts to Steal Bearings for 1 minute.Success The creature is unaffected. Failure The creature treats all squares as difficult terrain for its Stride. Critical Failure As failure, except that the lacridaemon determines where the target moves during the Stride, though it can't move it into hazardous terrain or a place it can't stand.
Speed 30 feet
Melee [one-action] jaws +9 [+4/-1] (magical, unholy), Damage 1d8+4 piercing plus 1d6 cold and lacridaemon venomMelee [one-action] claw +7 [+3/-1] (agile, magical, unholy), Damage 1d6+4 slashing plus 1d6 coldDivine Innate Spells DC 14; 2nd invisibility; 1st fear, vanishing tracks
Lacridaemon Venom (poison, unholy) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6 poison damage and stupefied 1 (1 round); Stage 3 1d8 poison damage, confused, and stupefied 1 (1 round)Venomous Spray [two-actions] The lacridaemon's begins to weep, spraying its venom-filled tears at all creatures within 30 feet. The creatures are immediately exposed to lacridaemon venom. Other lacridaemons are immune to this venom.

Sidebar - Additional Lore Those Who Die Alone

The most common souls that spawn lacridaemons are those of wicked individuals abandoned to lonely deaths. Dangerous, reclusive villains who meet their ends at the hands of adventurers in remote lairs tend to become lacridaemons. In addition, those who die exposed to the natural elements, be it from intense heat, freezing temperatures, or thirst, can end up as lacridaemons.

All Monsters in "Daemon"

NameLevel
Agradaemon (Conflagration Daemon)19
Astradaemon (Void Daemon)16
Bibliodaemon8
Cacodaemon (Harvester Daemon)1
Ceustodaemon (Guardian Daemon)6
Crucidaemon (Torture Daemon)15
Derghodaemon (Ravager Daemon)12
Lacridaemon (Loneliness Daemon)3
Leukodaemon (Pestilence Daemon)9
Leukodaemon Plague14
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 Monster Core pg. 72 1.1
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, in service to the Apocalypse Riders. 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 mortals who summon daemons usually seek to use the creatures' 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 mortals' fear and keeps those mortals from bringing the most effective weapons. As a result, learned mortals sometimes refer to daemons as “riders” after their leaders or “soul mongers” after their largest industry.

While many fiends seek to tempt mortals into lives of nihilistic 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 methods—not least of which is the cacodaemons' soul gems—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 “resource.”

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 power—the four Apocalypse Riders. As the eons go on, the names and identities of specific Riders change. Currently, they consist of Apollyon (Rider of Pestilence), Charon (Rider of Death), Szuriel (Rider of War), and Trelmarixian (Rider of Famine). Of these, only Charon has never fallen to an upstart. Some hold that a “Fifth Rider” 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 Treasure

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

Sidebar - Additional Lore The Daemonic Paradox

Daemons embody a fundamental paradox—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.

Shelyn's Corner

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