Crucidaemon

CREATURE 15

ne medium daemon fiend 

Perception +26; darkvision, detect alignment (good only), lifesense 30 feet

Languages Abyssal, Draconic, Infernal; telepathy 100 feet

Skills Acrobatics +30, Arcana +26, Crafting +30, Deception +26, Intimidation +28, Stealth +30, Thievery +26

Str +4 Dex +7 Con +7 Int +3 Wis +7 Cha +5

AC  38; Fort +26, Ref +30, Will +26; +1 status to all saves vs. magic

HP 225; Immunities death effects; Weaknesses good 10; Resistances physical 10 (except adamantine)

Trap Dodger Crucidaemons are all but impossible to fool with traps. Whenever a crucidaemon rolls a saving throw against a trap hazard, its degree of success is one better than it rolled.

Speed 50 feet; air walk

Melee [>] chained dagger +30 (agile, finesse, magical, reach 10 feet, versatile s), Damage 4d4+14 piercing plus 2d6 persistent bleed

Divine Innate Spells DC 32, attack +28; 7th glyph of warding (×3), paralyze; 4th death knell, fear, invisibility (at will), phantom pain (at will); Constant (2nd) detect alignment (good only)

Daemonic Trap Making (divine) When the crucidaemon casts its innate glyph of warding spell, it can store any arcane or divine spell of an appropriate level in the glyph, even if it can't otherwise cast the spell.

Flurry of Daggers [>] The crucidaemon makes two chained dagger Strikes against a single target. These attacks count toward the crucidaemon's multiple attack penalty and its multiple attack penalty doesn't increase until after both attacks.

Manifest Dagger [>] The crucidaemon summons a new chained dagger to replace a destroyed one. A crucidaemon's daggers can't be disarmed, and they become non-magical when severed from the daemon or upon the daemon's death.

Age of Ashes #5: Against the Scarlet Triad, page 85.

Open Crucidaemon in the interactive creatures list or browse all creatures starting with C.