NE Medium outsider (daemon, evil, extraplanar)
Init +9; Senses darkvision 60 ft., deathwatch, detect good, true seeing; Perception +23
AC 29, touch 16, flat-footed 23 (+5 Dex, +1 dodge, +13 natural)
hp 212 (17d10+119)
Fort +17, Ref +12, Will +13
DR 10/good and silver; Immune acid, bleed, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 26
Speed 50 ft.
Melee daggers +29/+29/+24/+19/+14 (1d4+11/17-20)
Space 5 ft.; Reach 10 ft.
Special Attacks bleed (2d6), chained daggers, trap making
Spell-Like Abilities (CL 16th; concentration +25)
Constant—air walk, deathwatch, detect good, true seeing
At will—fear (DC 23), greater teleport (self plus 50 lbs. of objects only), invisibility
3/day—greater glyph of warding (DC 25), hold monster (DC 24)
1/day—insanity (DC 26), summon (level 4, 2 piscodaemons 50%), symbol of pain (DC 24)
Str 28, Dex 21, Con 24, Int 16, Wis 17, Cha 29
Base Atk +17; CMB +26; CMD 42
Feats Dodge, Improved Critical (daggers), Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Stealthy, Step Up, Weapon Focus (daggers)
Skills Bluff +29, Craft (traps) +31, Disable Device +25, Escape Artist +7, Intimidate +29, Knowledge (arcana, engineering) +11, Perception +23, Sense Motive +16, Spellcraft +18, Stealth +29, Use Magic Device +19; Racial Modifiers +8 Craft (traps)
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
Chained Daggers (Su)
A crucidaemon fights with the two daggers chained to its wrists as if dual wielding daggers with a reach of 10 feet (although it can also attack adjacent foes with no penalty). It takes no penalty on attack or damage rolls while wielding both of these daggers at once. These daggers are considered to be +2 daggers that deal 2d6 points of bleed damage. The daggers become nonmagical upon the daemon's death, and cannot be disarmed. A crucidaemon may remanifest a destroyed dagger as a standard action.
Trap Making (Ex)
A crucidaemon can use Disable Device to disarm magic traps. When it uses its greater glyph of warding spell-like ability to create a spell glyph, it may utilize any 6th-level or lower spell from the cleric or the wizard spell list, even though it otherwise can't cast these spells. The Perception and Disable Device DCs for any traps a crucidaemon creates gain a +2 bonus.