CREATURE 13
Perception +26; darkvision, true seeing
Languages Common, Daemonic; telepathy 100 feet
Skills Arcana +22, Deception +26, Intimidation +26, Religion +22, Styx Lore +24
Str +6 Dex +6 Con +4 Int +3 Wis +5 Cha +7
Items +1 striking bo staff, soul gem (2)
AC 34; Fort +21, Ref +23, Will +26
HP 270; Immunities death effects; Weaknesses good 10
Speed 25 feet; air walk
Melee bo staff +28 (evil, magical, parry, reach 10 feet, trip), Damage 3d8+14 bludgeoning plus 1d6 negative, 1d6 evil, and draining strike
Melee claw +27 (agile, evil, finesse, magical), Damage 3d6+14 slashing plus 1d6 evil and draining strike
Divine Innate Spells DC 34; 7th finger of death, plane shift (at will, self plus skiff and passengers only, Astral, Ethereal and evil planes only), teleport; 6th slow, vampiric exsanguination (×2); 5th dimension door; 4th dimension door (at will); 1st detect alignment (at will, good only); Constant (7th) air walk, true seeing
Draining Strike (divine, necromancy) 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 Gaze (concentrate, divine, fear, visual) The thanadaemon glares at a single creature they can see within 30 feet. The target must immediately attempt a DC 33 Will save against the thanadaemon's terrifying gaze. If the target was already frightened, a failed save causes it to become fleeing for 1d4 rounds. After attempting its save, the creature is temporarily immune to this ability until the start of the thanadaemon's next turn.
Soul Crush (manipulate) Requirements The thanadaemon has a soul gem; Effect The thanadaemon crushes the soul gem in one hand and gains fast healing 15 for 1 minute.
Bestiary 2, page 61.
Open Thanadaemon in the interactive creatures list or browse all creatures starting with T.