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Daemon, Phasmadaemon

This serpentine monstrosity has the long snout of a crocodile, ram’s horns, and mantis claws projecting from its sinuous body.

Phasmadaemon CR 17

Source Bestiary 6 pg. 74, Book of the Damned - Volume 3: Horsemen of the Apocalypse pg. 52
XP 102,400
NE Large outsider (daemon, evil, extraplanar)
Init +11; Senses darkvision 60 ft., deathwatch, true seeing; Perception +30
Aura frightful presence (60 ft., DC 27)


AC 32, touch 17, flat-footed 24 (+7 Dex, +1 dodge, +15 natural, –1 size)
hp 264 (23d10+138)
Fort +19, Ref +14, Will +19
Immune acid, death effects, disease, fear, poison; Resist cold 10, electricity 10, fire 10; SR 28


Speed 30 ft., fly 40 ft. (good)
Melee bite +30 (3d8+8/19–20 plus grab), 2 claws +30 (2d6+8), tail slap +25 (2d6+4)
Space 10 ft., Reach 10 ft.
Special Attacks consume fear, constrict (2d6+8), rend (2 claws, 2d6+12)
Spell-Like Abilities (CL 18th; concentration +24)
Constant—deathwatch, true seeing
At will—greater teleport (self plus 50 lbs. of objects only), persistent image (DC 21)
3/day—greater shadow conjuration (DC 23), greater shadow evocation (DC 24), mirage arcana (DC 21), nightmare (DC 21), permanent image (DC 22), quickened phantasmal killer (DC 20)
1/day—mislead (DC 22), summon (level 8, 1 temerdaemon or 1d3 suspiridaemons 50%), symbol of fear (DC 22), weird (DC 25)


Str 26, Dex 25, Con 23, Int 17, Wis 18, Cha 22
Base Atk +23; CMB +32 (+36 grapple); CMD 50 (can’t be tripped)
Feats Combat Casting, Combat Reflexes, Dodge, Greater Spell Penetration, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Iron Will, Quicken Spell-Like Ability (phantasmal killer), Spell Penetration, Vital Strike
Skills Bluff +32, Fly +35, Intimidate +32, Knowledge (arcana, planes) +29, Perception +30, Sense Motive +30, Spellcraft +29, Stealth +29
Languages Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ compression, tangible horror


Environment any (Abaddon)
Organization solitary, pair, or cabal (3–4)
Treasure standard

Special Abilities

Consume Fear (Su) As a standard action, a phasmadaemon that begins its turn grappling an opponent can attempt to feed on the creature’s mortality and innate terror. Any creature that does not succeed at a DC 27 Will save takes 1d6 points of Charisma drain and becomes shaken for 2d4 rounds; in addition, the phasmadaemon gains 5 temporary hit points for every point of Charisma drain dealt this way. If the creature being grappled is already panicked at the beginning of the phasmadaemon’s turn, it must instead succeed at a DC 27 Fortitude save or be slain instantly by the phasmadaemon, which gains a +4 profane bonus on attack rolls, saving throws, and checks for 24 hours as a result of feeding on the death fears of its victim. The save DCs are Charisma-based.
Tangible Horror (Su) A phasmadaemon’s illusion abilities are partially real at a level above and beyond those normally conjured forth by similar illusion spells. If a creature succeeds at its Will save to disbelieve either a phasmadaemon’s greater shadow conjuration or greater shadow evocation spell-like ability, the conjured or evoked spell has 80% of the normal effect or is 80% likely to occur, rather than 60%.


Among the most powerful members of daemonkind, the phasmadaemons personify death by fright, and conjure powers of illusion so terrifying that they steal the life from their victims. A phasmadaemon is 25 feet long from snout to tail, but can compress itself into surprisingly small areas thanks to its strange, elastic anatomy. It weighs half a ton.

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.