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Daemon, Thanadaemon

Rattling with each stride, this looming, horned, skeletal figure clutches a wicked staff. A seething glow burns in its eye sockets.

Thanadaemon CR 13

XP 25,600
NE Medium outsider (daemon, evil, extraplanar)
Init +7; Senses darkvision 60 ft., true seeing; Perception +25

DEFENSE

AC 27, touch 14, flat-footed 23 (+3 Dex, +1 dodge, +13 natural)
hp 172 (15d10+90)
Fort +11, Ref +12, Will +14
DR 10/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 24

OFFENSE

Speed 30 ft.
Melee +2 quarterstaff +22/+17/+12 (1d6+9 plus energy drain) or2 claws +20 (1d4+5 plus energy drain)
Special Attacks draining weapon, energy drain (1 level, DC 21), fear gaze, soul crush
Spell-Like Abilities (CL 15th; concentration +19)

Constantair walk, true seeing
At willgreater teleport (self plus skiff and passengers only), plane shift (self plus skiff and passengers only, Astral, Ethereal, and evil-aligned planes only)
3/dayanimate dead, desecrate, enervation
1/daysummon (level 4, 1d4 hydrodaemons 80% or 1 thanadaemon 35%)

STATISTICS

Str 21, Dex 16, Con 23, Int 17, Wis 17, Cha 18
Base Atk +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
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.

SPECIAL ABILITIES

Draining Weapon (Su)

A thanadaemon’s energy drain attack functions through any melee weapon it wields.

Fear Gaze (Su)

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.

Soul Crush (Su)

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—resurrecting this victim requires a DC 28 caster level check.

About this Daemon Type...

The boatmen of the Styx serve Charon, the Horseman of Death, as manifestations of the inevitability of death by old age. Black-robed, skeletal figures with eyes like burning coals, thanadaemons ply the Styx on Abaddon and beyond with a familiarity few can match. Thanadaemons prove supremely patient, and unlike the majority of their kindred, are willing to deal with other beings, even mortals, should such clients pay their desired price. These daemons’ ability to teleport and even plane shift themselves, their skiffs, and passengers to any of the evil-aligned planes, the Ethereal Plane, and the Astral Plane makes for an enticing service. Should their price be met, they transport their fares, but should circumstances change or they feel they have the upper hand, they often demand more or abandon their fares upon a grim shore. Though dangerous combatants, thanadaemons are typically summoned to transport their conjurer.

Personification of Death: Old age.

Preferred Sacrifice: Objects worth at least 2,000 gp stolen from a crypt, or a lich’s phylactery.

Source Pathfinder Campaign Setting: Horsemen of the Apocalypse: Book of the Damned, Vol. 3 © 2011, Paizo Publishing, LLC; Author: Todd Stewart.