Vaguely humanoid in shape, this gaunt fiend has the face of a hideous fish and a body of lanky limbs and writhing tendrils.
Astradaemon CR 16
NE Large outsider (daemon, evil, extraplanar)
Init +7; Senses darkvision 60 ft., deathwatch, true seeing; Perception +22
Aura soul siphon (10 ft.)
AC 29, touch 17, flat-footed 21 (+7 Dex, +1 dodge, +12 natural, –1 size)
hp 212 (17d10+119)
Fort +12, Ref +17, Will +14
Defensive Abilities displacement; DR 10/good and silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 27
Speed 90 ft., fly 90 ft. (good)
Melee bite +23 (2d6+5 plus energy drain and grab), 2 claws +23 (1d8+5 plus energy drain), tail slap +18 (1d12+2 plus energy drain)
Space 10 ft.; Reach 10 ft. (15 ft. with tail)
Special Attacks devour soul, energy drain (1 level, DC 25)
Spell-Like Abilities (CL 17th; concentration +24)
Constant—deathwatch, displacement, true seeing
At will—enervation, fear (DC21), greater teleport (self plus 50 lbs. of objects only), vampiric touch
3/day—locate creature, plane shift (DC 24)
1/day—energy drain (DC 24), finger of death (DC 24), summon (level 6, 1d3 derghodaemons 50%)
Str 21, Dex 25, Con 24, Int 14, Wis 15, Cha 24
Base Atk +17; CMB +23; CMD 41
Feats Combat Reflexes, Dodge, Flyby Attack, Iron Will, Mobility, Nimble Moves, Power Attack, Spring Attack, Weapon Finesse
Skills Acrobatics +24 (+48 jump), Escape Artist +27, Fly +9, Intimidate +27, Knowledge (planes) +22, Perception +22, Sense Motive +22, Stealth +23, Survival +22
Languages Abyssal, Infernal; telepathy 100 ft.
Environment any (Abaddon or Astral Plane)
Organization solitary, pair, or pack (3–6)
Devour Soul (Su) As a standard action, an astradaemon that begins its turn with a grappled opponent can attempt to draw out and consume the soul of its victim, killing it instantly. This ability only works on living creatures, which may resist with a DC 25 Fortitude saving throw. The save is Constitution-based. For every 5 HD of the slain creature, the daemon gains a +1 profane bonus on attacks, saving throws, and checks for 24 hours. This ability does not consume all of the soul, and pieces of it still exist after the daemon completes its feast (enough to be able to resurrect the slain victim normally).
Soul Siphon (Su) If a Small or larger living creature dies within 10 feet of an astradaemon, the daemon gains 1d8 temporary hit points and a +2 bonus to Strength for 10 minutes. These bonuses stack with themselves. Incorporeal undead and living spirits traveling outside the body (such as a person using astral projection or magic jar) take 1d8 points of damage each round within the daemon's aura.
Believed to be creations of the Four Horsemen, astradaemons live out their existence in search of souls to harvest. These deadly creatures are ravening planar predators, openly hunting throughout the void for souls on which to feed. These voracious creatures are the personifications of death resulting from negative energy or level drain. Their vile touch drains life force from their enemies, and even perishing near them sates their thirst for life and souls.