{"name":"Daemon, Thanadaemon","cr":"13","class":"","alignment":"NE","size":"Medium","type":"outsider","subtype":"daemon, evil, extraplanar","initiative":"+7","senses":"darkvision 60 ft., true seeing; Perception +25","short_description":"Rattling with each stride, this looming, horned, skeletal figure clutches a wicked staff. A seething glow burns in its eye sockets.","ac":"27, touch 14, flat-footed 23 (+3 Dex, +1 dodge, +13 natural)","hp":"172","hd":"(15d10+90)","hit_points_modifier":"","fortitude":"+11","reflex":"+12","will":"+14","save_modifiers":"","defensive_abilities":"Resist cold 10, electricity 10, fire 10","immunities":"acid, death effects, disease, poison","weaknesses":"","aura":"","dr":"10\/good","sr":"24","speed":"30 ft","space":"","reach":"","melee":"+2 quarterstaff +22\/+17\/+12 (1d6+9 plus energy drain) \r\n\r\nor2 claws +20 (1d4+5 plus energy drain)","ranged":"","special_attacks":"draining weapon, energy drain (1 level, DC 21), fear gaze, soul crush","spelllike_abilities":"(CL 15th; concentration +19)\r\n\r\nConstant\u2014air walk, true seeing\r\n\r\nAt will\u2014greater teleport (self plus skiff and passengers only), plane shift (self plus skiff and passengers only, Astral, Ethereal, and evil-aligned planes only)\r\n\r\n3\/day\u2014animate dead, desecrate, enervation\r\n\r\n1\/day\u2014summon (level 4, 1d4 hydrodaemons 80% or 1 thanadaemon 35%)","ability_scores":"Str 21, Dex 16, Con 23, Int 17, Wis 17, Cha 18","base_attack":"+15","cmb":"+20","cmd":"34","feats":" Alertness, Blind-Fight, Dodge, Improved Initiative, Iron Will, Lunge, Mobility, Power Attack","skills":" Acrobatics +21, Bluff +22, Diplomacy +22, Intimidate +22, Knowledge (planes) +21, Knowledge (religion) +21, Perception +25, Sense Motive +25, Stealth +14, Survival +10","racial_modifiers":"","languages":" Abyssal, Draconic, Infernal; telepathy 100 ft.","sq":"","image":"4438570","environment":"any (Abaddon)","organization":"solitary, pair, or council (3\u201311)","treasure":" standard (+2 quarterstaff, other treasure)\r\n\r\nXP 25,600","physical_description":"","description":"While all daemons represent death in some fashion, thanadaemons, the Deacons of Death, represent the inevitable death through old age. Thanadaemons effortlessly work eerie skiffs along every pus- and bile-choked river in Abaddon, including the legendary River Styx. For the right price (typically 50 pp or 2 gems worth at least 300 gp each), a thanadaemon will even carry passengers on its skiff, yet those who travel with these fiends should beware\u2014they frequently renegotiate the terms once they\u2019ve got their passengers in dangerous realms.\r\n\r\n[b]SPECIAL ABILITIES[\/b]\r\n\r\n[b]Draining Weapon (Su)[\/b] A thanadaemon\u2019s energy drain attack functions through any melee weapon it wields.\r\n\r\n[b]Fear Gaze (Su)[\/b] Cower in fear for 1d6 rounds, 30 feet, Will DC 21 negates. This is a mind-affecting fear effect. The save DC is Charisma-based.\r\n\r\n[b]Soul Crush (Su)[\/b] A thanadaemon can crush a soul gem (see cacodaemon) as a standard action to gain fast healing 15 for 15 rounds. This action condemns the crushed soul to Abaddon\u2014resurrecting this victim requires a DC 28 caster level check.","tags":"Pathfinder, Daemon, Monster, CR-13, outsider,","isShared":"on","templateId":"1198","blockId":"1216852","world":"76bc7eba-5673-4620-9737-097cafd25e87","folder":"19942"}