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PFS StandardPelagiadaemon

Pelagiadaemons, also known as drowning daemons, embrace death through the suffering of others, feeding on the pain of those who pass on through drowning. From those who are smothered in the cold isolation of the ocean’s depths to a weighted body stuck on the floor of a placid lake, or even something as mundane as a raging river sweeping a traveler away, pelagiadaemons thrive on them all. Their own methods imitate these deaths: slow, careful, methodical, and deadly. These daemons prefer to isolate victims, taking the things dear to them one by one until even light or warmth becomes a faint memory as they grasp just to keep air in their lungs.

From a distance, pelagiadaemons appear shadowed and indistinct, their pellucid bodies almost as amorphous as the watery depths they choose to inhabit. If you get close enough to their heavy and plodding body, the thousands of tiny red-and-black webbed arms that make up the surface of the pelagiadaemon come into focus, constantly folding and unfolding over each other as their muted and quiet voice enters your mind.

Despite their brutish presence, pelagiadaemons often willingly communicate with mortals, eschewing the short-term gains of one mortal’s death if they can arrange through bargaining, temptation, or coercion the ongoing deaths of others. Such mortals drive dozens of new victims to a watery grave in an effort to maintain their own power, life, or loved ones. Once their mortal collaborator no longer suits their purposes, the pelagiadaemon emerges from the dark to drag them down into the oceanic depths.

Elite | Normal | Weak
Proficiency without Level

PelagiadaemonCreature 11

Uncommon Large Aquatic Daemon Fiend Unholy 
Source High Seas pg. 116
Recall Knowledge DC 30 (includes +2 from Uncommon) • Fiend (Religion)
Perception +21; darkvision
Languages Azlanti, Common, Daemonic, Thalassic; telepathy 100 feet
Skills Athletics +26, Deception +21, Diplomacy +21, Intimidation +23, Lake Lore +21, Ocean Lore +21, River Lore +21, Survival +21
Str +7, Dex +3, Con +5, Int +3, Wis +3, Cha +2
AC 28; Fort +24, Ref +18, Will +21; +1 status to all saves vs. magic
HP 245; Immunities cold, death effects; Resistances fire 12, physical 12 (except magical slashing); Weaknesses holy 10
Deep Cold (aura, cold) 20 feet. 5d6 cold damage, DC 28 basic Fortitude save
Speed 15 feet, swim 40 feet
Melee [one-action] tentacle +22 [+17/+12] (magical, reach 10 feet, unholy), Damage 2d12+15 bludgeoning plus GrabDivine Innate Spells DC 28; 7th hungry depths; 6th grasp of the deep; 5th control water (at will); 3rd aqueous orb (at will), crashing wave (at will)
Constrict [one-action] 1d12+15 bludgeoning, DC 28Riptide [two-actions] (concentrate, divine, manipulate, water) A flood of water bursts from the pelagiadaemon and retracts, pulling creatures closer. All creatures within a 30-foot emanation from the pelagiadaemon must succeed at a DC 30 Reflex save or be knocked prone and pulled up to 10 feet toward them (up to 20 feet on a critical failure).Swallow Whole [one-action] (attack) Medium, 2d8+6 bludgeoning, Rupture 20. Due to their fluidity, a pelagiadaemon can use Swallow Whole to absorb a creature they have grabbed or restrained by their tentacle. The pelagiadaemon's stomach is a tumultuous space like a roiling ocean, and creatures take a –2 circumstance penalty to attack rolls while swallowed.

Sidebar - Additional Lore Pelagic Temptations

Sailors have been known to summon pelagiadaemons to ask them for the hidden secrets of the ocean's deepest depths, from sunken ships filled with treasure to the locations of long-lost Azlanti ruins. This comes at a cost, as pelagiadaemons are no fools, carefully weaving in seeds of deception within their truthful responses. Hopeful to encourage rash decisions by stoking greed, pelagiadaemons volunteer the swiftest routes to their desires, just leaving out that it's often the most lethal one.

While savvy sailors take note and parse the answers before acting upon the daemon's advice, others are wooed by their urgencies, failing to heed the legends of countless tragedies from before their time. As for the pelagiadaemons, so what if some treasure escapes every now and then? These are acceptable sacrifices in exchange for the numbers of sailors who have succumbed to watery graves in the ocean's depths.

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
Pelagiadaemon11
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
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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