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Daemon, Bibliodaemon

Flowing black robes hang all around this four-armed, weasel-faced humanoid. Feathers that resemble quills emerge from each knuckle of its clawed upper hands.

Bibliodaemon CR 8

Source Druma, Profit and Prophecy pg. 57
XP 4,800
NE Medium outsider (daemon, evil, extraplanar)
Init +3; Senses darkvision 60 ft., detect thoughts; Perception +15


AC 22, touch 14, flat-footed 18 (+3 Dex, +1 dodge, +8 natural)
hp 85 (10d10+30)
Fort 6, Ref 10, Will 9
DR 10/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 19


Speed 30 ft.
Melee +1 light mace +15/+10 (1d6+4/19–20), 2 claws +8 (1d6+1)
Special Attacks final verdict
Spell-Like Abilities (CL 10th; concentration +12)
detect thoughts (DC 13)
At will—erase, identify, secret page
3/day—acid arrow, dispel magic, greater teleport, slow (DC 14)
1/day—corrosive consumption lesser geas (DC 16), misdirection, modify memory (DC 16)


Str 16, Dex 17, Con 16, Int 14, Wis 15, Cha 15
Base Atk 10; CMB 13; CMD 27
Feats Dodge, Improved Critical (light mace), Mobility, Vital Strike, Weapon Focus (light mace)
Skills Bluff +15, Intimidate +12, Knowledge (nobility) +15, Linguistics +15, Perception +15, Profession (barrister) +15, Sense Motive +15, Spellcraft +15
Languages Abyssal, Infernal; telepathy 100 ft.


Environment any (Abaddon)
Organization solitary, partners, or firm (3–8)
Treasure standard (+1 light mace, other treasure)

Special Abilities

Final Verdict (Su) When a bibliodaemon hits a creature with its light mace, the target must succeed at a DC 17 Will save or be cursed. A creature that succeeds at its save is immune to that bibliodaemon’s curse for 24 hours. If the bibliodaemon confirms a critical hit with its light mace, the save DC increases by 4, and the curse can affect even creatures that have already succeeded at a prior save against this effect. A creature that fails this save interprets any contract as favorable to itself, even in cases when the contract is one-sided and potentially lethal. In addition, an affected creature takes a –4 penalty on saves against spells and effects reliant on spoken commands or verbal contracts, such as geas. A remove curse or more powerful spell can remove this curse. The save DC is Charisma-based.


Bibliodaemons are daemons that personify death by paperwork. A village that starves due to bureaucracy-delayed aid or an innocent person sent to hang because of a transcription error—these and more are the domain of bibliodaemons. These daemons actively work to ensure such deaths, forging important documents or duping others into deadly contracts.

A bibliodaemon is 6 feet tall and weighs 200 pounds.

Creatures in "Daemon" Category



Source Bestiary 2 pg. 62
Harbingers of ruin and embodiments of the worst ways to die, daemons epitomize painful death, the all-consuming hunger of evil, and the utter annihilation of life. While demons seek to pervert and destroy in endless unholy rampages, and devils vex and enslave in hopes of corrupting mortals, daemons seek only to consume mortal life itself. While some use brute force to despoil life or prey upon vulnerable souls, others wage campaigns of deceit to draw whole realms into ruin. With each life claimed and each atrocity meted out, daemons spread fear, mistrust, and despair, tarnishing the luster of existence and drawing the planes ever closer to their final, ultimate ruin.

Notorious for their hatred of the living, daemons are the things of dark dreams and fearful tales, as their ultimate ambitions include extinguishing every individual mortal life—and the more violent or terrible the end, the better. Their methods vary wildly, typically differentiated by daemonic breed. Many seek to infiltrate the mortal plane and sow death by their own taloned hands, while others manipulate agents (both mortal and immortal) as malevolent puppet masters, instigating calamities on massive scales from their grim realms. Such diversity of methods causes many planar scholars to misattribute the machinations of daemons to other types of fiends. These often deadly mistakes are further propagated by daemons' frequent dealings with and manipulation of other outsiders. Yet in all cases, despair, ruin, and death, spreading like contagion, typify the touch of daemonkind, though such symptoms often prove recognizable only after the hour is far too late.

Daemons flourish upon the plane of Abaddon, a bleak expanse of cold mists, fearful shapes, and hunted souls. Upon these wastes, the souls of evil mortals flee predation by the native fiends, and terror and the powers of the evil plane eventually transform the most ruthless into daemons themselves. Amid these scarred wastelands, poison swamps, and realms of endless night rise the foul domains of the tyrants of daemonkind, the Four Horsemen of the Apocalypse. Lords of devastation, these powerful and unique daemons desire slaughter, ruin, and death on a cosmic scale, and drive hordes of their lesser kin to spread terror and sorrow across the planes. Although the Horsemen share a singular goal, their tactics and ambitions vary widely.

Along with mastery over vast realms, the Horsemen are served by unimaginably enormous armies of their lesser brethren, but are obeyed most closely by retinues of daemons enslaved to their titles. These specific strains of daemonic servitors, known among daemonkind as deacons, serve whoever holds the title of Horseman. Although these instruments of the archdaemons differ in strength and ability, their numbers provide their lords with legions capable of near-equal terrorization.

More so than among any other fiendish race, several breeds of daemons lust after souls. While other foul inhabitants of the planes seek the corruption and destruction of living essences, many daemons value possession and control over mortal animas, entrapping and hoarding souls—and in so doing disrupting the natural progression of life and perverting the quintessence of creation to serve their own terrible whims. While not all daemons possess the ability to steal a mortal being's soul and turn it to their use, the lowliest of daemonkind, the maniacal cacodaemons, endlessly seek life essences to consume and imprison. These base daemons enthusiastically serve their more powerful kin, eager for increased opportunities to doom mortal spirits. While cacodaemons place little value upon the souls they imprison, greater daemons eagerly gather them as trophies, fuel for terrible rites, or offerings to curry the favor of their lords. Several breeds of daemons also posses their own notorious abilities to capture mortal spirits or draw upon the power of souls, turning the forces of utter annihilation to their own sinister ends.

The Four Horsemen

Four dread lords, infamous across all the planes, rule the disparate hordes of daemonkind. Risen from among the ranks of their terrible brethren to displace those fiendish tyrants before them, they are the archdaemons, the End Bringers, the Four Horsemen of the Apocalypse. In the blasphemous annals of fiendish lore, they are the prophesied architects of multiversal ruin, destined to stand triumphant over cadaverous cosmoses and infinities of silence before also giving way to absolute oblivion. Undisputed in his power among their kind, each Horseman rules a vast realm upon the bleak plains of Abaddon and a distinctive method of mortal ruin: pestilence, famine, war, or death from old age. Yet while each archdaemon commands measureless influence, daemons know nothing of loyalty and serve only those they cannot overcome. Thus, though the Horsemen stand peerless in their power and manipulations among daemonkind, they must ever defend their thrones from the machinations of ambitious underlings and the plots of other archdaemons.

Upon the poisonous expanses of Abaddon, lesser daemonic peers carve petty fiefdoms and posture as lords, but despite their world-spanning intrigues, all bow before the Horsemen—though most do so only grudgingly. Ancient myths also tell of a mysterious fifth Horseman, the Oinodaemon, though nearly all mention of such a creature has been scoured from the multiverse.