Thanadaemon

Level 13
Creature· daemonMediumRemaster
AC 34
HP 270
Speed 25 ft.
Fort +21
Ref +23
Will +26
Perc +26
Size Medium
Common
Immunities death effects
Weaknesses holy 10
Languages common, daemonic
Senses darkvision, truesight 60 ft.
Speeds 25 ft., Air Walk 25 ft.
Skills deception +26, intimidation +26, arcana +22, religion +22
Recall Knowledge religion DC 31

Attacks

Melee Bo Staff +28/+23/+18(magical, parry, reach 10 ft., trip, unholy)
Damage: 2d8+16 bludgeoning + 1d6 void
Effect: draining strike
Melee Claw +27/+23/+19(agile, finesse, magical, unarmed, unholy)
Damage: 3d6+17 slashing
Effect: draining strike

Abilities

Telepathy 100 feetinteraction(aura, magical, mental)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Constant Spellsinteraction

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. Magicdefensive
Terrifying Gazedefensive(aura, divine, emotion, fear, mental, visual)

30 feet. When a creature ends its turn in the aura, it must attempt a DC 30 will save. If the creature fails, it becomes Frightened 2. The creature is then temporarily immune to terrifying gaze (but not Focus Gaze) for 24 hours.

Draining Strikeoffensive(divine)

When a thanadaemon damages a living creature with a melee Strike, the creature must succeed at a DC 33 fortitude save or become Drained 1. Further damage dealt by the thanadaemon increases the drained condition value by 1 on a failed save, to a maximum of Drained 4.

Focus Gazeoffensive(concentrate, divine, fear, visual)

The thanadaemon glares at a single creature they can see within 30 feet. If the target wasn't already Frightened, they must immediately attempt a DC 33 will save against the thanadaemon's terrifying gaze. If the target was already frightened, they must attempt a DC 33 will save or become Fleeing for 1d4 rounds; this second effect has the incapacitation trait. After attempting its save, the creature is temporarily immune to this ability until the start of the thanadaemon's next turn.

Soul Crush◆◆offensive(manipulate)

Requirements The thanadaemon has a soul gem

The thanadaemon crushes the soul gem in one hand and gains fast healing 15 for 1 minute. Effect: Soul Crush (Healing)

Description

Also known as the deacons of death, thanadaemons represent death via old age. They are among the most patient daemons, and prefer to bide their time to enact far-reaching, decades-long plans rather than fight (though they are still deadly foes). Like the Horseman of Death, they ply the waters of the River Styx in search of wayward souls. Rarely are thanadaemons seen without a trademark oar (which they wield as a bo staff), a tool they use to navigate the river's muck-ridden channels and turbulent rapids.


Daemons form from the most despicable souls and personify forms of death.