Archives of Nethys

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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.

Creatures in "Daemon" Category


Daemon, Erodaemon

This fiend appears to be a slim half-elf with long hair and a slender set of black ram horns. Covered by a sheer gown, her skin is tinged blue and covered with an elaborate tracery of white, scarified tattoos. A long, serpentine tail sprouts from the base of her spine, ending in a fanged maw. Her extremities are withered and blackened, ending in scorched, fleshless talons, and her unearthly beauty is further marred by a red, unblinking third eye.

Erodaemon CR 11

Source Book of the Damned - Volume 3: Horsemen of the Apocalypse pg. 46
XP 12,800
NE Medium outsider (daemon, evil, extraplanar)
Init +9; Senses darkvision 60 ft., detect good, detect thoughts; Perception +20


AC 25, touch 16, flat-footed 19 (+5 Dex, +1 dodge, +9 natural)
hp 147 (14d10+70)
Fort +9, Ref +14, Will +12
DR 10/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 22


Speed 30 ft.
Melee bite +19 (1d6+4 plus 1d4 Charisma drain), 2 claws +19 (1d6+4)
Special Attacks object of desire, wilting kiss
Spell-Like Abilities (CL 14th; concentration +20)
Constant—detect good, detect thoughts, tongues
At will—death knell (DC 18), greater teleport (self plus 50 lbs. of objects only), unnatural lust (DC 18)
3/day—desecrate, quickened crushing despair (DC 20), enervation, suggestion (DC 19)
1/day—modify memory (DC 20), summon (level 4, 1d3 ceustodaemons 35%), utter contempt (DC 20)


Str 18, Dex 21, Con 21, Int 19, Wis 16, Cha 22
Base Atk +14; CMB +19; CMD 34
Feats Agile Maneuvers, Deceitful, Dodge, Improved Initiative, Quicken Spell-Like Ability (crushing despair), Skill Focus (Bluff), Weapon Finesse
Skills Bluff +33, Diplomacy +23, Disguise +24, Intimidate +23, Knowledge (local) +21, Knowledge (planes) +21, Perception +20, Sense Motive +20, Sleight of Hand +22, Stealth +22
Languages Abyssal, Draconic, Infernal; telepathy 100 ft., tongues


Environment any (Abaddon)
Organization solitary, pair, or harem (3–6)
Treasure standard

Special Abilities

Object of Desire (Su) While using its detect thoughts ability, an erodaemon can see into the mind of a humanoid and identify the person the target most desires, whether it be a lost loved one or an object of lust. As a full-round action, the erodaemon can change into the form of this desired person as long as the target is a Small, Medium, or Large humanoid. The erodaemon gains a +20 bonus on its Disguise and Bluff checks to impersonate that person and avoid being detected as a fraud, but spells like true seeing negate this effect as normal. This effect ends if the erodaemon attacks any creature. Actions that could reveal the erodaemon as a fraud (such as performing an action that the imitated person would obviously not do, like cast a spell or speak Infernal) require the erodaemon to make an immediate Bluff check to continue the impersonation, with the erodaemon losing some or all of its bonus depending on the severity of the breach (GM’s discretion).

Wilting Kiss (Su) An erodaemon can draw a mortal into a state of obsession with its kiss. An unwilling victim must be grappled before the erodaemon can use this ability. A creature affected by this kiss must make a DC 23 Will save or become obsessed with the erodaemon, an obsession the erodaemon feeds on. Each round the target is more than 30 feet away from the erodaemon, it must make an additional DC 23 Will save. Failing the save means that the sheer pain of her absence deals 1 point of Charisma drain to the subject that round. Succeeding at the Will save two consecutive times ends the effects of this ability. Spells such as dispel magic and break enchantment end this effect. The save DC is Charisma-based.


Erodaemons personify death by heartbreak. These fiends pose as mortals, insert themselves into the lives of their victims, and slowly destroy them. They break apart marriages, kill children or cause them to leave their families, destroy reputations, extinguish faith, curdle family ties, and bit by bit savor the slow disintegration of their victims’ emotional well-being and consequent physical deterioration. Every tear shed, every sobbing woman, and every grieving man brings a rapturous smile to an erodaemon’s face, because when a mortal dies of heartbreak and grief, the erodaemon feasts upon the tortured soul.

The typical erodaemon stands 6 feet tall and weighs 150 pounds.


Erodaemons sometimes form from the hunted, the wandering mortal souls of Abaddon. Corrupted by their heartbreak, the resulting erodaemons seek to impose their morbid fate upon others.

Erodaemons are thought by some to be Abaddon’s answer to the demonic succubi and diabolic erinyes, possessing the visage of beautiful mortals, yet tainted with obviously fiendish traits and intentions. However, rather than inspiring wars based on lust or torturing victims ceaselessly, erodaemons seek to stoke the flames of mortal woe, causing many to fall into such pits of melancholy that they ultimately perish. When a mortal succumbs to death as a way to escape the pain of living without one’s love, an erodaemon ensnares the soul and feasts upon its anguish.

Though they can appear as either a man or woman to their victims, in their true form, erodaemons are predominantly female. Erodaemons freely adopt whatever guises they deem necessary to infiltrate and ravage the lives of the mortals they hunt throughout the planes, and when not donning mortal figures, they often shift between various forms as they so desire, honing their ability to adopt each particular gender’s behavioral quirks for when it matters.

Habitat & Society

Erodaemons know many traditions of different societies due to their intrusions into urban areas on other planes. In Abaddon, however, such communal grounds are rare, if they exist at all. In the sprawling wastes, erodaemons practice their forms of seduction primarily upon the hunted, who may still have such base desires as intimacy and love. Erodaemons are rarely trusted by other daemons, who have no hearts to break but can be tricked all the same into thinking a supposed ally or leader has turned its back on them.

While infiltrating other planes, erodaemons prefer to hunt alone most of the time. Selecting a particularly susceptible victim—such as one whose heart already throbs for another—an erodaemon will assume the guise of its target’s lover and make the victim believe his or her partner is unfaithful, abusive, or worse. The devastation this causes for both of the real members of the relationship is delectable to the erodaemon, whose kiss snatches any life that still remains in the souls of those whose hearts it breaks. Similarly, an erodaemon might simply assume the form of a beautiful suitor, bewitching an already devoted mortal into relations which will ultimately be discovered suddenly by his or her mate. When the affair is revealed— often in the bedroom—the erodaemon assumes its true form to devour the emotionally shattered remains of both parties involved.

Erodaemons occasionally work together, but only if doing so results in a greater harvest of crushed mortal souls. This usually involves mesmerizing entire groups of people, often at a risqué performance or event, and seductively sapping the life from the unwitting spectators. While such ruses are elaborate enough to pique erodaemons’ peculiar tastes, the act of tricking mortals on an individual level often yields much more broken—and thus all the more delicious—souls.

Given their diverse uses and unique insights into mortals, erodaemons serve all of the Four equally. In addition to typical erodaemon servitors, erodaemons with particularly specialized skill sets serve each Horseman as his or her needs require. Apollyon possesses access to a group of plagued erodaemons who act as jubilant and seductive carriers of venereal diseases; Trelmarixian’s erodaemons target rulers of kingdoms in order to divert resources meant for food; Szuriel’s erodaemons woo entire legions of soldiers into embittered deaths; and Charon’s erodaemons seek and further destroy the hearts of the aged.