NE Medium outsider (daemon, evil, extraplanar)
Init +7; Senses darkvision 60 ft., true seeing; Perception +25
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
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)
Constant—air walk, true seeing
At will—greater teleport (self plus skiff and passengers only), plane shift (self plus skiff and passengers only, Astral, Ethereal, and evil-aligned planes only)
3/day—animate dead, desecrate, enervation
1/day—summon (level 4, 1d4 hydrodaemons 80% or 1 thanadaemon 35%)
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.
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.