Archives of Nethys

Pathfinder 1E | Pathfinder 2E | Starfinder

All | Unique
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Families | Templates | Types | Subtypes | Universal Monster Rules


Daemon

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

NameCR
Acrididaemon14
Astradaemon16
Cacodaemon2
Ceustodaemon6
Crucidaemon15
Derghodaemon12
Erodaemon11
Genthodaemon5
Hydrodaemon8
Lacridaemon3
Lapsudaemon14
Leukodaemon9
Meladaemon11
Nixudaemon7
Obcisidaemon19
Olethrodaemon20
Phasmadaemon17
Piscodaemon10
Purrodaemon18
Sangudaemon9
Sepsidaemon7
Suspiridaemon7
Temerdaemon14
Temerdarmon14
Thanadaemon13
Venedaemon5
Vulnudaemon4

Daemon, Lacridaemon

The face of this gray-skinned humanoid stretches in a manic grin, even though it weeps steaming tears. Frost crusts its flesh.

Lacridaemon CR 3

Source Bestiary 6 pg. 71, Book of the Damned - Volume 3: Horsemen of the Apocalypse pg. 48
XP 800
NE Medium outsider (daemon, evil, extraplanar)
Init +7; Senses darkvision 60 ft., detect good, detect magic; Perception +8
Aura weeping (100 ft.)

Defense

AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 30 (4d10+8)
Fort +6, Ref +4, Will +5
DR 5/good or silver; Immune acid, cold, death effects, disease, poison; Resist electricity 10, fire 10; SR 14

Offense

Speed 40 ft.
Melee bite +5 (1d4+1 plus 1d4 cold and poison), 2 claws +6 (1d4+1 plus 1d4 cold)
Special Attacks poisonous tears
Spell-Like Abilities (CL 4th; concentration +5)
Constant—detect good, detect magic, pass without trace
3/day—overwhelming grief (DC 15), teleport (self plus 50 lbs. of objects only)
1/day—hold person (DC 14), invisibility, snare, summon (level 3, 1 lacridaemon 50%)

Statistics

Str 12, Dex 17, Con 14, Int 11, Wis 13, Cha 12
Base Atk +4; CMB +5; CMD 18
Feats Improved Initiative, Weapon Focus (claw)
Skills Acrobatics +10, Bluff +8, Climb +8, Perception +8, Sense Motive +8, Stealth +10
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.

Ecology

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

Special Abilities

Poisonous Tears (Su) A lacridaemon’s tears are poisonous to other creatures. As a swift action that provokes attacks of opportunity, a lacridaemon can coat both of its claws with its tears, giving its next attack the possibility of poisoning its victim. In order to use this ability, a lacridaemon must attack with its claws on the same round it applies its tears; after that time, the tears lose their potency. A lacridaemon’s bite attack is always treated as having its poisonous tears applied to it. The save DC is Constitution-based.
Lacridaemon Poison: Bite—injury; save Fortitude DC 14; frequency 1/round for 6 rounds; effect 1 Wis damage plus staggered for 1 round; cure 2 consecutive saves.
Weeping Aura (Su) A lacridaemon is surrounded by the muffled sounds of a crying child. These whimpers sound as if they’re coming from all directions at once, disorienting those within 100 feet of the lacridaemon. Any creature that enters this area must succeed at a DC 13 Will saving throw or take a –5 penalty on Survival checks to avoid becoming lost for 24 hours. A lacridaemon can suppress or reactivate its aura as a free action, and the effects from multiple lacridaemon auras stack (up to a maximum penalty of –20). This aura is a sonic mind-affecting effect. The save DC is Charisma-based.

Description

Among the least powerful of all daemons, lacridaemons personify death by neglect or exposure to the elements, such as that suffered by those who become lost in the wilderness and die far from help, or unfortunates who become trapped in an enclosed space (like a collapsed mine) and are left alone to slowly expire. Lacridaemons’ despair is in stark contrast to their savage nature. If they’re given any opportunity, they viciously lash out, furiously attacking their mortal victims.

In death, lacridaemons continue to suffer just as their mortal incarnations did in their last days of life, consumed by feelings of abandonment, self-pity, and a gnawing sense of loneliness. They often spawn from the souls of evil mortals who died alone and abandoned—exiled criminals, reclusive and corrupt nobles, or those who died from intense exposure to the natural elements (whether the blistering heat of the desert or the ravaging cold of the arctic), such as by freezing to death or dying of thirst.

A lacridaemon stands just under 6 feet tall but weighs only 90 pounds.