You are on page 1of 3

ASTRADAEMON

Astradaemons (pronounced AH-strah-day-mons) appear as ghostly, faintly


phosphorescent, rail-thin humanoids with exaggeratedly long limbs. The fiends
also have a seemingly random number of translucent tentacles trailing from their
backs, shoulders, and upper arms, which wave and weave through the air. Their
bizarre forms possess heads that are skeletal, elongated, and vaguely piscine,
reptilian, or canine, always bearing hungry rictus grins. Wicked, curved claws
sprout from their hands and feet, and each creature’s tail moves in rhythm with its
tentacles, typically hanging toward the ground and almost doubling its length.
They are particularly feared for their ability to consume and capture souls.
Astradaemon
Large fiend (devil), lawful evil

Armour Class - 17
Hit Points - 207 (18d10 + 108)
Speed - 40 ft., fly 60 ft., swim 90 ft.

STR 17 (+3)
DEX 25 (+7)
CON 22 (+6)
INT 14 (+2)
WIS 18 (+4)
CHA 20 (+5)

Saves STR +7, DEX +11


Skills Athletics +7, Stealth +11, Perception +7
Damage Immunities necrotic, poison
Condition Immunities poisoned
Senses Darkvision 120 ft., truesight 5 ft., passive Perception 17
Languages Common, Infernal, telepathy 100 ft.
Challenge 12 (8,400 XP)

Traits
Deathwatch.
The daemon can discern how wounded or how healthy a creature within 60 feet of it is
simply by looking at it. The daemon can also see through any effect that would cause a
creature to appear dead when it is still alive, or any magic that gives false information about
the creature’s well-being.

Displacement.
The daemon projects a magical illusion that makes it appear to be standing near its actual
location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait
is disrupted until the end of its next turn. This trait is also disrupted while the daemon is
incapacitated or has a speed of 0.
Soul Siphon.
If a living creature dies within 10 feet of the daemon, it gains 1d8 temporary hit points and
advantage on all attack rolls for 1 minute. Incorporeal undead and living spirits travelling
outside their body (such as a person using astral projection) take 4 1d8) points of necrotic
damage each round within the daemon’s aura.

Actions
Multiattack.
The daemon makes three attacks, one with its bite, and two with its claws.
Bite.
Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
Hit: 14 (2d6+7) piercing damage plus 18 (4d8) necrotic damage and the target is grappled
(escape DC 16).

Claws.
Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
Hit: 11 (1d8+7) slashing damage plus 18 (4d8) necrotic damage.

Devour Soul.
The daemon attempts to draw out and consume the soul of a living creature it has grappled.
The creature must succeed on a DC 16 Constitution saving throw, or instantly die. If the soul
is devoured, the daemon gains temporary hit points equal to half of the creature’s remaining
hit points when it is killed. This ability does not consume all of the creature’s soul. Fragments
of it still linger after the daemon completes its feast, meaning that the creature can be
resurrected as normal.

You might also like