Monster Dossier
Agent Of The Gray Queen
Agent Of The Gray Queen is a fantasy monster entry from source AoE6.
Traits
rarenelargedaemonfiend
Rules & statistics
Monster Profile
Perception
32
Senses
- Name
- darkvision
- Name
- lifesense
- Range
- 30
- Name
- true seeing
Languages
- Languages
- common
- daemonic
- Abilities
- telepathy 100 feet
Skills
- Acrobatics
- 33
- Deception
- 33
- Intimidation
- 38
- Religion
- 31
- Survival
- 31
Ability Mods
- Str
- 5
- Dex
- 6
- Con
- 7
- Int
- 2
- Wis
- 4
- Cha
- 7
Defenses
- Ac
- 43
- Saving Throws
- Fort
- 31
- Ref
- 35
- Will
- 30
- Hp
- Hp
- 290
- Immunities
- negative
- death effects
- Weaknesses
- Amount
- 20
- Name
- good
Speed
- Walk
- 60
- Fly
- 60
Attacks
- Range
- Melee
- Name
- jaws
- Attack
- 36
- Traits
- evil
- magical
- reach
- Effects
- essence drain
- Grab
- Damage
- 4d8+9 piercing plus 1d6 evil, essence drain, and Grab
- Types
- evil
- piercing
- Range
- Melee
- Name
- claw
- Attack
- 32
- Traits
- agile
- evil
- magical
- reach
- Effects
- essence drain
- Damage
- 4d6+9 slashing plus 1d6 evil and essence drain
- Types
- evil
- slashing
- Range
- Melee
- Name
- tail
- Attack
- 32
- Traits
- evil
- magical
- reach
- Effects
- essence drain
- Damage
- 4d10+9 bludgeoning plus 1d6 evil and essence drain
- Types
- bludgeoning
- evil
Spellcasting
- Type
- Innate
- Tradition
- divine
- DC
- 41
- Entry
- 1
- Spells
- Name
- detect alignment
- Amount
- at will
- Notes
- good only
- 4
- Spells
- Name
- dimension door
- Amount
- at will
- 5
- Spells
- Name
- dimension door
- 7
- Spells
- Name
- plane shift
- Amount
- 2
- 8
- Spells
- Name
- discern location
- Name
- finger of death
- 9
- Spells
- Name
- massacre
- Constant
- 6
- Spells
- Name
- true seeing
Abilities
- Mid
- Traits
- aura
- divine
- force
- necromancy
- Entries
- 30 feet. An astradaemon draws power from the souls of the recently slain. If a Small or larger living creature dies within its aura, the astradaemon gains 5 temporary Hit Points and a +1 status bonus to attack and damage rolls for 1 round, unless the creature was slain by an astradaemon's Devour Soul ability. Incorporeal undead and living spirits traveling outside the body take 1d8 force damage each round within the daemon's aura from the spiritual pressure as the astradaemon pulls in fragments of their soul.
- Name
- Soul Siphon
- Traits
- divine
- illusion
- visual
- Entries
- An astradaemon bends light, appearing shifted from its true position, though still in the same space. Creatures targeting the astradaemon must attempt a DC 11 flat check, as if the astradaemon were hidden, even though it remains observed. s such as the Blind-Fight feat and halfling's keen eyes that apply on the flat check against hidden creatures also apply against a displaced astradaemon.
- Name
- Displacement
- Bot
- Traits
- divine
- necromancy
- negative
- Entries
- When an astradaemon hits with its claw, jaws, or tail, it drains the target's spiritual and vital essences. The target takes 2d10 negative damage and the astradaemon regains an equal number of Hit Points. The target must succeed at a 37 Fortitude save or become doomed|CRB|doomed 1 and drained|CRB|drained 1. If the target was already drained or doomed, it instead increases both conditions' values by 1, to a maximum of 4.
- Name
- Essence Drain
- Activity
- Number
- 2
- Unit
- action
- Traits
- divine
- necromancy
- Requirements
- The astradaemon has killed a Large or smaller creature with Overtake
- Entries
- Soul within the past 24 hours and that creature is within the daemon's reach; The astradaemon takes over and wears the body of their victim. This automatically creates a disguise to allow the astradaemon to Impersonate the target creature. The body has a number of Hit Points equal to 3 times the level of the creature. Any damage targeting the astradaemon damages the body first. Once the body is reduced to 0 Hit Points, it's destroyed and forces the astradaemon out, back to the daemon's normal form. If the astradaemon takes any good damage while wearing the body, the damage is dealt to the astradaemon directly and it must succeed at a DC 5 flat check or be forced out of the body. Additionally, disjunction and dispel magic can force the astradaemon out of the body with a successful counteract check against 41. While wearing the disguise, the astradaemon's attacks use the reach of the body it inhabits, and its size changes to match that of the creature whose soul it consumed. Additionally, the astradaemon is clumsy|CRB|clumsy 2 and enfeebled|CRB|enfeebled 4 while wearing the disguise. (These penalties haven't been incorporated into this stat block.)
- Name
- Mortal Shell
- Activity
- Number
- 1
- Unit
- action
- Traits
- death
- divine
- incapacitation
- necromancy
- Requirements
- The astradaemon hasn't used an action with the attack trait yet this turn
- Entries
- The astradaemon draws out and consumes the soul of a living creature it has grabbed. The creature must succeed at a 39 Fortitude save or instantly die. If it dies, the astradaemon gains 10 temporary Hit Points. A creature that survives is temporarily immune for 1 minute.
- Name
- Overtake Soul
Background
Lore
No lore provided.