{ "ac": 34, "alignment": "NE", "breadcrumbs_spa": [], "category": "creature", "charisma": 7, "constitution": 4, "creature_ability": [ "Terrifying Gaze", "Draining Strike", "Focus Gaze", "Soul Crush" ], "creature_family": "Daemon", "creature_family_markdown": "[Daemon](/MonsterFamilies.aspx?ID=26)", "dexterity": 6, "exclude_from_search": false, "fortitude_save": 21, "hp": 270, "hp_raw": "270", "id": "creature-595", "image": [ "/Images/Monsters/Daemon_Thanadaemon.png" ], "immunity": [ "death effects" ], "immunity_markdown": "[death](/Traits.aspx?ID=40) effects", "intelligence": 3, "language": [ "Common", "Daemonic", "<%UMR%37%%>telepathy 100 feet<%END>" ], "language_markdown": "[Common](/Languages.aspx?ID=1), [Daemonic](/Languages.aspx?ID=31); [telepathy 100 feet](/MonsterAbilities.aspx?ID=37)", "level": 13, "markdown": "[Thanadaemon (Death Daemon)](/Monsters.aspx?ID=595)\r\n\r\n\r\n\r\n\r\n\r\nAlso known as the deacons of death, thanadaemons represent death via old age. They are among the most patient daemons, and prefer to bide their time to enact far-reaching, decades-long plans rather than fight (though they are still deadly foes). Like the Horseman of Death, they ply the waters of the River Styx in search of wayward souls. Rarely are thanadaemons seen without a trademark oar (which they wield as a [bo staff](/Weapons.aspx?ID=17)), a tool they use to navigate the river's muck-ridden channels and turbulent rapids.\r\n\r\n\r\n**[Recall Knowledge - Fiend](/Rules.aspx?ID=563)**\r\n([Religion](/Skills.aspx?ID=13)): DC 31\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 29\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 26\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[Thanadaemon](/Monsters.aspx?ID=595)\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 60 2.0\n\n**Perception** +26; [darkvision](/MonsterAbilities.aspx?ID=12), [_true seeing_](/Spells.aspx?ID=344)\r\n\r\n**Languages**\r\n[Common](/Languages.aspx?ID=1), [Daemonic](/Languages.aspx?ID=31); [telepathy 100 feet](/MonsterAbilities.aspx?ID=37)\r\n\r\n**Skills**\r\n[Arcana](/Skills.aspx?ID=2) +22, [Deception](/Skills.aspx?ID=5) +26, [Intimidation](/Skills.aspx?ID=7) +26, [Religion](/Skills.aspx?ID=13) +22, [Styx Lore](/Skills.aspx?ID=8) +24\r\n\r\n\r\n**Str** +6\r\n\r\n**Dex** +6\r\n\r\n**Con** +4\r\n\r\n**Int** +3\r\n\r\n**Wis** +5\r\n\r\n**Cha** +7\r\n\n\n**Items**\r\n_+1 [striking](/Equipment.aspx?ID=280) [bo staff](/Weapons.aspx?ID=17)_, soul gem (2)\r\n\r\n\r\n\r\n---\r\n\r\n\r\n\r\n\r\n**AC** 34 \r\n\r\n**Fort** +21 \r\n\r\n**Ref** +23 \r\n\r\n**Will** +26 \r\n\r\n+1 status to all saves vs. magic\r\n\r\n\r\n**HP** 270\n\n**Immunities**\r\n[death](/Traits.aspx?ID=40) effects\n\n**Weaknesses**\r\ngood 10\r\n\r\n**Terrifying Gaze** ([aura](/Traits.aspx?ID=206), [divine](/Traits.aspx?ID=48), [emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106), [visual](/Traits.aspx?ID=163)) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 30 Will save. If the creature fails, it becomes [frightened 2](/Conditions.aspx?ID=19). The creature is then temporarily immune to terrifying gaze (but not Focus Gaze) for 24 hours.\r\n\r\n\r\n\r\n---\r\n\r\n\r\n\r\n**Speed** 25 feet; [_air walk_](/Spells.aspx?ID=6)\r\n\r\n**Melee**\r\n\r\nbo staff +28 ([Evil](/Traits.aspx?ID=64), [Magical](/Traits.aspx?ID=103), [Parry](/Traits.aspx?ID=190), [reach 10 feet](/Traits.aspx?ID=192), [Trip](/Traits.aspx?ID=196)),\r\n**Damage** 3d8+14 bludgeoning plus 1d6 negative, 1d6 evil, and draining strike\r\n\r\n**Melee**\r\n\r\nclaw +27 ([Agile](/Traits.aspx?ID=170), [Evil](/Traits.aspx?ID=64), [Finesse](/Traits.aspx?ID=179), [Magical](/Traits.aspx?ID=103)),\r\n**Damage** 3d6+14 slashing plus 1d6 evil and draining strike\r\n\r\n**Divine Innate Spells** DC 34\r\n- **1st**\r\n[Detect Alignment](/Spells.aspx?ID=65) (good only; at will)\r\n- **4th**\r\n[Dimension Door](/Spells.aspx?ID=69) (at will)\r\n- **5th**\r\n[Dimension Door](/Spells.aspx?ID=69)\r\n- **6th**\r\n[Slow](/Spells.aspx?ID=289), [Vampiric Exsanguination](/Spells.aspx?ID=353) (×2)\r\n- **7th**\r\n[Finger of Death](/Spells.aspx?ID=116), [Plane Shift](/Spells.aspx?ID=222) (at will; self plus skiff and passengers only; [Astral](/Planes.aspx?ID=8), [Ethereal](/Planes.aspx?ID=9), and evil planes only), [Teleport](/Spells.aspx?ID=338)\r\n- **Constant (7th)**\r\n[Air Walk](/Spells.aspx?ID=6), [True Seeing](/Spells.aspx?ID=344)\r\n\r\n**Rituals** DC 34\r\n\r\n- **2nd**\r\n[Create Undead](/Rituals.aspx?ID=10)\r\n\r\n**Draining Strike** ([Divine](/Traits.aspx?ID=48), [Necromancy](/Traits.aspx?ID=117)) When a thanadaemon damages a living creature with a melee Strike, the creature must succeed at a DC 33 Fortitude save or become [drained 1](/Conditions.aspx?ID=10). Further damage dealt by the thanadaemon increases the drained condition value by 1 on a failed save, to a maximum of drained 4.\r\n\r\n**Focus Gaze** ([Concentrate](/Traits.aspx?ID=32), [Divine](/Traits.aspx?ID=48), [Fear](/Traits.aspx?ID=68), [Visual](/Traits.aspx?ID=163)) The thanadaemon glares at a single creature they can see within 30 feet. If the target wasn't already [frightened](/Conditions.aspx?ID=19), they must immediately attempt a DC 33 Will save against the thanadaemon's terrifying gaze. If the target was already frightened, they must attempt a DC 33 Will save or become [fleeing](/Conditions.aspx?ID=17) for 1d4 rounds; this second effect has the [incapacitation](/Traits.aspx?ID=93) trait. After attempting its save, the creature is temporarily immune to this ability until the start of the thanadaemon's next turn.\r\n\r\n**Soul Crush** ([Manipulate](/Traits.aspx?ID=104)) **Requirements** The thanadaemon has a soul gem; **Effect** The thanadaemon crushes the soul gem in one hand and gains [fast healing 15](/MonsterAbilities.aspx?ID=15) for 1 minute.\r\n\r\n\r\n\r\n\r\n\r\n", "name": "Thanadaemon", "npc": false, "perception": 26, "pfs": "Standard", "rarity": "common", "reflex_save": 23, "release_date": "2020-05-27", "resistance": {}, "search_markdown": "\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 60 2.0\r\n\r\n**Creature Family** [Daemon](/MonsterFamilies.aspx?ID=26)\r\n\r\n\r\n**HP** 270\r\n\r\n**AC** 34\r\n\r\n**Fort** +21\r\n\r\n**Ref** +23\r\n\r\n**Will** +26\r\n\r\n**Perception** +26\r\n\r\n\r\n\r\n---\r\n\r\n\r\nAlso known as the deacons of death, thanadaemons represent death via old age. They are among the most patient daemons, and prefer to bide their time …\r\n", "sense": " darkvision , true seeing ", "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12), [_true seeing_](/Spells.aspx?ID=344)", "size": [ "Medium" ], "skill": [ "Arcana +22", "Deception +26", "Intimidation +26", "Religion +22", "Styx Lore +24" ], "skill_markdown": "[Arcana](/Skills.aspx?ID=2) +22, [Deception](/Skills.aspx?ID=5) +26, [Intimidation](/Skills.aspx?ID=7) +26, [Religion](/Skills.aspx?ID=13) +22, [Styx Lore](/Skills.aspx?ID=8) +24", "source": [ "Bestiary 2" ], "source_raw": [ "Bestiary 2 pg. 60" ], "source_category": "Rulebooks", "source_markdown": "[Bestiary 2](/Sources.aspx?ID=32) pg. 60 2.0", "speed": { "land": 25, "max": 25 }, "speed_markdown": "25 feet; [_air walk_](/Spells.aspx?ID=6)", "speed_raw": "25 feet; air walk ", "spell": [ "Finger of Death", "Plane Shift", "Teleport", "Slow", "Vampiric Exsanguination", "Dimension Door", "Detect Alignment", "Air Walk", "True Seeing" ], "spell_markdown": "[Air Walk](/Spells.aspx?ID=6), [Detect Alignment](/Spells.aspx?ID=65), [Dimension Door](/Spells.aspx?ID=69), [Finger of Death](/Spells.aspx?ID=116), [Plane Shift](/Spells.aspx?ID=222), [Slow](/Spells.aspx?ID=289), [Teleport](/Spells.aspx?ID=338), [True Seeing](/Spells.aspx?ID=344), [Vampiric Exsanguination](/Spells.aspx?ID=353)", "strength": 6, "strongest_save": [ "will" ], "summary": "Also known as the deacons of death, thanadaemons represent death via old age. They are among the most patient daemons, and prefer to bide their time …", "summary_markdown": "Also known as the deacons of death, thanadaemons represent death via old age. They are among the most patient daemons, and prefer to bide their time …", "text": " Thanadaemon (Death Daemon) Also known as the deacons of death, thanadaemons represent death via old age. They are among the most patient daemons, and prefer to bide their time to enact far-reaching, decades-long plans rather than fight (though they are still deadly foes). Like the Horseman of Death, they ply the waters of the River Styx in search of wayward souls. Rarely are thanadaemons seen without a trademark oar (which they wield as a bo staff), a tool they use to navigate the river's muck-ridden channels and turbulent rapids. Recall Knowledge - Fiend (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Thanadaemon Source Bestiary 2 pg. 60 2.0 Perception +26; darkvision, true seeing Languages Common, Daemonic; telepathy 100 feet Skills Arcana +22, Deception +26, Intimidation +26, Religion +22, Styx Lore +24 Str +6 Dex +6 Con +4 Int +3 Wis +5 Cha +7 Items +1 striking bo staff , soul gem (2) --- AC 34 Fort +21 Ref +23 Will +26 +1 status to all saves vs. magic HP 270 Immunities death effects Weaknesses good 10 Terrifying Gaze (aura, divine, emotion, enchantment, fear, mental, visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 30 Will save. If the creature fails, it becomes frightened 2. The creature is then temporarily immune to terrifying gaze (but not Focus Gaze) for 24 hours. --- Speed 25 feet; air walk Melee Single Action bo staff +28 (Evil, Magical, Parry, reach 10 feet, Trip), Damage 3d8+14 bludgeoning plus 1d6 negative, 1d6 evil, and draining strike Melee Single Action claw +27 (Agile, Evil, Finesse, Magical), Damage 3d6+14 slashing plus 1d6 evil and draining strike Divine Innate Spells DC 34 - 1st Detect Alignment (good only; at will) - 4th Dimension Door (at will) - 5th Dimension Door - 6th Slow, Vampiric Exsanguination (×2) - 7th Finger of Death, Plane Shift (at will; self plus skiff and passengers only; Astral, Ethereal, and evil planes only), Teleport - Constant (7th) Air Walk, True Seeing Rituals DC 34 - 2nd Create Undead Draining Strike (Divine, Necromancy) When a thanadaemon damages a living creature with a melee Strike, the creature must succeed at a DC 33 Fortitude save or become drained 1. Further damage dealt by the thanadaemon increases the drained condition value by 1 on a failed save, to a maximum of drained 4. Focus Gaze Single Action (Concentrate, Divine, Fear, Visual) The thanadaemon glares at a single creature they can see within 30 feet. If the target wasn't already frightened, they must immediately attempt a DC 33 Will save against the thanadaemon's terrifying gaze. If the target was already frightened, they must attempt a DC 33 Will save or become fleeing for 1d4 rounds; this second effect has the incapacitation trait. After attempting its save, the creature is temporarily immune to this ability until the start of the thanadaemon's next turn. Soul Crush Two Actions (Manipulate) Requirements The thanadaemon has a soul gem; Effect The thanadaemon crushes the soul gem in one hand and gains fast healing 15 for 1 minute. Styx Passage Fees Gliding with eerie ease along the murky River Styx, thanadaemons are only too happy to offer mortals passage aboard their dilapidated skiffs—for a price. Gold is typically an acceptable payment for a thanadaemon's services, though these fiends are well-known for altering the details of arrangements after the fact, and may just as likely demand a favor or some esoteric good, such as a soul gem, instead of coin. ", "trait": [ "Daemon", "Fiend", "NE", "Medium" ], "trait_markdown": "[Daemon](/Traits.aspx?ID=213), [Fiend](/Traits.aspx?ID=70)", "trait_raw": [ "Daemon", "Fiend" ], "type": "Creature", "url": "/Monsters.aspx?ID=595", "vision": "Darkvision", "weakest_save": [ "fort", "fortitude" ], "weakness": { "good": 10 }, "weakness_markdown": "good 10", "weakness_raw": "good 10", "will_save": 26, "wisdom": 5 }