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PFS StandardDedalon (Betrayal Demon)

Formed from poignant desires and treacherous betrayals, dedalons impulsively act on emotion rather than any long-formed plots or plans. The kind of betrayal that forms a dedalon matches their own egotistical self-interest; on the High Seas, they tend to be born of those who led a failed mutiny or tried to steal valuable treasure from their shipmates. Betrayal demons act as short-term sleeper agents, given specific assignments or targets then sent to serve another demon lord before their short-sighted greed gets the better of them.

Perhaps symbolic of their unsatisfied desires, dedalons suffer from an almost unquenchable thirst. When hydrated, dedalons can take on flawless humanoid disguises, but without water they are left dried and ropy, with a shrunken head and limbs that twist away from their torso in unsettling ways.

Elite | Normal | Weak
Proficiency without Level

DedalonCreature 13

Uncommon Medium Amphibious Demon Fiend Unholy 
Source High Seas pg. 117
Recall Knowledge DC 33 (includes +2 from Uncommon) • Fiend (Religion)
Perception +23; low-light vision, truesight
Languages Chthonian, Common; truespeech
Skills Athletics +27, Deception +25, Diplomacy +22, Intimidation +24, Society +22, Stealth +25, Survival +22, Thievery +27
Str +8, Dex +5, Con +3, Int +3, Wis +3, Cha +4
Coveted Item Embedded in the dedalon’s body is their one most coveted item. It is usually a small object of negligible Bulk and is treated as if being worn by the demon.
AC 33; Fort +23, Ref +26, Will +20; +1 status to all saves vs. magic
HP 235; Immunities poison, water; Weaknesses cold iron 10, holy 10
Desiccation Vulnerability When a dedalon suffers from a dehydrating effect or hasn’t drunk any water-based fluids for 1 hour, they take 4d6 mental damage. They revert to their natural form, and their coveted item (see above) becomes visible. The dedalon can’t use Change Shape or Retch Bilge Water until they’ve taken an action to ingest a mundane or magical liquid.Sabotaging Desire When another creature has possession of the dedalon’s coveted item (see above), the dedalon takes 2d6 mental damage every round they don’t use at least 1 action in pursuit of recovering it.
Speed 25 feet, swim 25 feet
Melee [one-action] body +27 [+22/+17] (unholy), Damage 3d8+14 bludgeoning plus Improved Push 10 feetMelee [one-action] flogging arm +27 [+22/+17] (brutal, magical, reach 10 feet, unholy), Damage 3d6+14 slashingDivine Innate Spells DC 30; 7th vampiric exsanguination (×2); 6th repulsion (×3); 4th translocate (at will); Constant (6th) truesight; (5th) truespeech
Rituals DC 30; 1st demonic pact
Change Shape [free-action] (concentrate, divine, polymorph) The dedalon takes on the appearance of a Medium humanoid. This doesn’t change their Speeds or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). They lose any unarmed attacks with the reach trait.Disarming Tendrils [two-actions] Requirements A creature within 25 feet is holding the dedalon’s coveted item (see above); Effect The dedalon’s body momentarily elongates, their arm snaking unnaturally toward the target. The dedalon makes a flogging arm Strike against the required creature. On a success, they can attempt to Disarm their coveted item from the required creature (increasing the degree of success by one if the Strike was a critical success). The Disarm attempt neither applies nor counts toward the dedalon’s multiple attack penalty.Retch Bilge Water [two-actions] (poison, water) The dedalon vomits a 20-foot cone of tainted, sludgy bilge water. Each living creature in the area takes 13d6 poison damage (DC 33 basic Reflex save). On a failure, the creature is also sickened 1 (or sickened 2 on a critical failure). The dedalon can’t use Retch Bilge Water again for 1d4 rounds.

Sidebar - Advice and Rules Coveted Items

When not in a humanoid disguise, a small object can be clearly seen embedded in a dedalon's flesh. Other than being small enough to be stuck in their flesh, these items have no common physical characteristics— everything from broken blades and arrows to gold coins, rings, and other knickknacks have been seen. These coveted items are tied to the dedalon's creation, and the fiends protect them above all else. Possession of their coveted item is the only thing that offers a dedalon some semblance of self control, and if they ever lose physical contact with the item (such as by being Disarmed or having it Stolen) they become obsessed with recovering it, abandoning all other tasks as their envious impulsivity takes control.

All Monsters in "Demon"

NameLevel
Abrikandilu (Wrecker Demon)4
Balor (Fire Demon)20
Brimorak (Arson Demon)5
Coloxus (Fly Demon)12
Dedalon (Betrayal Demon)13
Degholau (Treason Demon)13
Eshmok (Wasp Demon)9
Ghalzarokh (Tyranny Demon)15
Imvath (Apocalypse Demon)19
Invidiak (Envy Demon)7
Demon, Kalakaigh (Blood Demon)6
Kalavakus (Slaver Demon)10
Katpaskir (Nihilism Demon)18
Kithangian (Beast Demon)9
Miastrilek (Spider Demon)11
Nabasu (Gluttony Demon)8
Nalfeshnee (Boar Demon)14
Omox (Slime Demon)12
Omox Slime Pool17
Pusk (Sloth Demon)2
Quasit1
Roru (Hunter Demon)7
Seraptis (Suicide Demon)15
Shemhazian (Mutilation Demon)16
Succubus (Lust Demon)7
Urglid (Grave Demon)13
Vansidieth (Pride Demon)18
Vermlek (Worm Demon)3
Vloriak (Despoiler Demon)5
Vrolikai (Death Demon)20

Demon

Source Monster Core pg. 76
When a sinful mortal soul is judged and sent on to the Outer Rifts, it can become a deadly fiend—a demon. Demons are living incarnations of sin—be they classic sins like wrath or gluttony, or more “specialized” depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold—the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Outer Rifts.

Demons are selfish and self-absorbed creatures, and most firmly believe that mortals only play at being more virtuous than fiends. They enjoy tempting mortals into damnation to both indulge their egos and swell their armies. Like many other fiends, one of the great rewards of this manipulation is fulfilling their hunger for souls. In their eyes, the primary use for these souls is to spawn new demons, who can serve as soldiers, slaves, pawns, or even currency for their more powerful masters.

Sidebar - Additional Lore Demonic Deities

The most powerful demons are known as demon lords (the term is gender neutral in this case). Of these divinities, Lamashtu is the most powerful. Countless other demon lords exist, including Abraxas, Cyth-V'sug, Kabriri, and Zura.

Sidebar - Additional Lore Demonic Sources

When a sinful mortal soul is consigned to the Outer Rifts, it spends time wallowing in the mire and feeding on filth. If it survives and is not itself eaten, the soul eventually ascends into a demon, as influenced by the nature of its sin, yet most demons are themselves capable of reproduction as well. The fecundity of demonic life is perhaps the greatest—and most threatening—aspect of these dangerous fiends.

Sidebar - Additional Lore Demons and Souls

Demons, like many other fiends, hunger for souls. In their eyes, the primary use for these souls is to spawn new demons, who can serve as soldiers, pawns, or even currency for their more powerful masters.

Sidebar - Related Creatures History of Evil

Before mortals flooded the Universe with their sins, qlippoths (page 280) ruled the depths of the Outer Rifts. It has been ages since a qlippoth has risen high enough to directly challenge the demons' hold, but the ancient fiends still work to weaken their enemies by attacking the mortals that spawn them.

Sidebar - Additional Lore Newcomers to the Rifts

Though now the most plentiful fiends of the Outer Rifts, demons are relative newcomers, spawning only as mortal influence—and mortal sin, in particular—began to shape the plane. For eons, demons fought with other longstanding residents of the Rifts for dominance, but eventually their sheer numbers allowed them to become the predominant fiends of the plane.

Sidebar - Locations Out of the Rifts

The winding, ever-changing realm of the Outer Rifts is the planar home of demonic life, but demons can be found anywhere the capacity to sin exists. Evil or foolish conjurers are fond of calling upon demons for advice or darker needs. When the Outer Rifts wear through the boundaries of reality to create wound-like portals into other worlds, demons can spill over to wreak incredible havoc.

Sidebar - Additional Lore Sinful Destruction

While they enjoy causing destruction themselves, most demons prefer to trick and tempt mortals into falling to sin of their own volition. Unlike devils, who seek control, demons have a taste for ruin.

Sidebar - Related Creatures Uncountable Demons

The Outer Rifts may be the largest of the Outer Planes, and mortals have an equally large capacity to betray themselves, society, and the natural order of reality. With this limitless source for increasingly specialized sins, the Outer Rifts is constantly generating new types of demons to plague reality. While the vast majority of these are swiftly destroyed and never rise again, enough survive that dozens, if not hundreds, of types of demons are known to exist beyond those listed here.

Sidebar - Additional Lore What Makes a Sin?

Some classify sin into seven categories—envy, gluttony, greed, lust, pride, sloth, and wrath. While these sins embody some of the most powerful and numerous demons, far more than seven types of demons exist. Any act of cruelty or destruction a mortal takes to gratify the self at others' expense is, in effect, a sin, and any such act can spawn a demon from a soul in the afterlife.

Shelyn's Corner

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