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, Sangudaemon

This vaguely arachnid creature is the size of a human and is composed entirely of blood, globs of the viscous stuff dripping down its spindly legs and from its serpentine maw. A jagged set of obsidian fangs protrudes from its drooling mouth, and huge dragonfly wings of crimson blood splay from the thing’s back producing a terrifying buzz.

Sangudaemon CR 9

Source Book of the Damned - Volume 3: Horsemen of the Apocalypse pg. 54
XP 6,400
NE Medium outsider (daemon, evil, extraplanar)
Init +9; Senses darkvision 60 ft., scent; Perception +18
Aura bleeding aura (30 ft.)


AC 23, touch 16, flat-footed 17 (+5 Dex, +1 dodge, +7 natural)
hp 114 (12d10+48)
Fort +12, Ref +13, Will +7
DR 10/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10


Speed 30 ft., fly 60 ft. (good)
Melee bite +19 (1d8+7/18–20/×3 plus bleed), 2 claws +19 (1d6+7 plus grab)
Special Attacks bleed (2d4+1), blood drain (1d2 Constitution), drain soul
Spell-Like Abilities (CL 12th; concentration +14)
At will—greater teleport (self plus 50 lbs. of objects only)
3/day—death knell (DC 14), invisibility, summon swarm
1/day—hold monster (DC 17), summon (level 6, 1 sangudaemon 40%)


Str 24, Dex 21, Con 19, Int 10, Wis 16, Cha 15
Base Atk +12; CMB +19 (+23 grapple); CMD 35 (47 vs. trip)
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Dodge, Flyby Attack, Improved Initiative
Skills Escape Artist +20, Fly +24, Intimidate +17, Perception +18, Sense Motive +18, Spellcraft +15
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
SQ augmented critical, contagious gore


Environment any (Abaddon)
Organization solitary, cluster (2–5), or hunt (6–10)
Treasure standard

Special Abilities

Augmented Critical (Ex) A sangudaemon’s bite threatens a critical hit on a roll of 18–20 and deals ×3 damage on a successful critical hit.

Bleeding Aura (Su) Within the daemon’s aura, blood gushes from wounds at an increased rate. All bleed effects deal an additional +2 points of damage (included in the daemon’s bleed damage). Heal checks made to stop bleeding or stabilize a dying creature, Constitution checks made to become stable, and saving throws against effects that deal bleed damage take a –4 penalty.

Contagious Gore (Su) A sangudaemon alters the very flow of blood when it attacks. Any creature that stops a bleed effect created by a sangudaemon must make a DC Fortitude save or gain the bleed effect the creature just stopped (this has no effect if the creature was stopping a bleed effect on itself ). A creature that succeeds at this save is immune to this ability for 24 hours. The save DC is Constitution-based.

Drain Soul (Su) A sangudaemon can revitalize itself by draining the soul of a dead creature. The target must be a creature the daemon dealt bleed damage to or used its blood drain ability on, and must have been dead for no longer than 1 minute. As a full-round action, it can drink the creature’s soul dry, condemning the soul to Abaddon (though the soul can be returned to life as normal). The daemon gains fast healing 2 for a number of rounds equal to its Hit Dice.


A horrid combination of mosquito, spider, and vampire, sangudaemons personify death by blood loss. These horrors of Abaddon takes great pleasure in the act of draining their victims of blood, considering the fluid to be the essence of all mortality and the fundamental residence of the soul while within a mortal body. A sangudaemon bathes in the ruby humor, the fiend’s own body resembling a brutal and gory massacre in full swing, with blood constantly coating and glistening its armored, chitinous carapace. Once the last vital drop has left a victim’s body— thus depriving the soul of its last defenses, according to the mythology of the sangudaemons—the voracious insectile horror begins to devour its victim’s spirit in earnest.

An individual sangudaemon stands about 5 feet tall, weighs 200 pounds, and has a wingspan of 6 feet.


A sangudaemon typically spawns from the soul of an evil mortal who died due to blood loss, such as a casualty of giant leeches or mosquitoes, or possibly the drained victim of a ravenous vampire. Whatever the cause, a sangudaemon seeks to inflict its cruel fate upon others, traversing the planes in search of mortal victims to bleed and consume. Wherever a sangudaemon goes, blood follows, as its mere presence seems to indicate a thinning of bodily fluids and the ensuing chaos of merciless and nondiscriminatory bloodletting.

Perhaps more so than any other caste of daemon, sangudaemons “hunt” for souls in the most traditional sense of the word. Lurking primarily at night while on the Material Plane, a sangudaemon prowls the darkest corners of urban areas and sparsely populated lands alike, preying on unwary victims and dragging them back to its secluded den. Such lairs are gory, dark places, the walls entirely awash in blood. From the ceiling of a sangudaemon’s lair, the fiend hangs the cocooned bodies of countless victims, some still barely conscious beneath their grotesque wrappings—bindings made of hardened blood and the eff luvium of devoured and regurgitated souls. A sangudaemon entombs its victims in these fibrous casings like a giant spider does its prey, slowly sucking the bodies dry of both blood and spirit. Sangudaemons keep their lairs underground or at high elevations in order to best preserve the bodies within, though when the cocoons have been completely leeched, the remnants begin to crumble into dust, and such charnel houses eventually fill with the dry, brittle ashes of victims.

Habitat & Society

While out hunting in either the wastes of Abaddon or throughout other planes, sangudaemons often work in packs of up to 10 individuals, and though they hunt together, they much prefer to keep their own independent lairs to drag victims back to for slower feedings. Other daemons find sangudaemons’ potent abilities useful, especially on battlefields where blood is spilt. Piscodaemons and purrodaemons in particular find use for their services, shedding much blood in their destructive rampages and benefiting from sangudaemons’ unique and devastating control over spilt blood.

While sangudaemons sometimes spawn from the souls of blood-drained victims of vampires, the daemons and the undead share no love for one another, and many sangudaemons openly despise vampires. Some speculate that sangudaemons that hate vampires do so because they themselves were victims to the undead as mortals, and a faint and bitter impression permeates their otherwise vacuous recollection. The contempt some sangudaemons have for vampires often runs so deep that the daemons seek out these undead souls in particular, hoping to utterly consume them, as sangudaemons often find vampires’ tainted blood even more delicious than any other creature’s. A sangudaemon will at times trade numerous souls and soul gems via Abaddon’s markets for just a single vampire’s soul, so much do they delight in the obliteration and consumption of the thing. As such outspoken hunters of vampires, sangudaemons often find themselves at odds with the goals of Urgathoa, Abaddon’s resident goddess of undeath. Though most daemons would never dream of siphoning some of her destined souls to sate their own hungers, the mere existence of the two polar forces within the blasted lands nevertheless creates an uncomfortable tension between the fiends and the goddess. What the two sides agree on is excessive gluttony, though Urgathoa’s followers often partake merely of food, whereas sangudaemons indulge themselves purely on blood.

As a caste, sangudaemons have a distinct preference for service to both Apollyon and Szuriel. Those in service to the Horseman of Pestilence live in his festering swamps and frequently incubate various hemorrhagic fevers and blood-thinning diseases within their various pockets of consumed mortal blood, keeping the diseases alive and active until they can be dispersed through new populations for maximum carnage. Szuriel, meanwhile, spreads the plague of war wherever she passes, and thus bloodshed is an inevitability; whether this large-scale bloodletting is brought on by the tip of a sword or the hungering jaws of a sangudaemon matters not to the Horseman of War, and she gladly accepts the services of the eager and hungry sangudaemons, who are driven to ecstatic revels by battlefield gore.