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
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)
DEFENSE
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
OFFENSE
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 [see page 77] or 1d3
suspiridaemons [see page 76] 50%),
symbol of fear (DC 22), weird (DC 25)
STATISTICS
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
ECOLOGY
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.