Characters

Phasmadaemon

Little can be seen of this fiend, its body cloaked in a shroud of perpetually shifting, ghastly illusions and phantasms. Beneath its shimmering veil, it has glossy black flesh, a bleached white face, and twisted horns. Its long caiman muzzle perpetually gapes, but other than that, its face is void of sensory organs, save for two orbs that move below the surface of its flesh. This creature flows rather than moves, and its flexible body lacks a definite skeletal structure except for a long, bony tail.

CR: 17 XP: 102,400


NE Large outsider (daemon, evil, extraplanar)


Init: +11 Senses: darkvision 60 ft., true seeing Perception: +30


Aura: frightful presence (60 ft., DC 27)


Defense

AC: 32, touch 17, flat-footed 24 (+7 Dex, +1 dodge, +15 natural,, –1 size)


HP: 264 (23d10+138)


Fort: +19 Ref: +14 Will: +19


DR: 10/good and silver


Resist: cold 10, electricity 10, fire 10


Immune: acid, death effects, disease, poison


SR: 28


Offense

Speed: 30 ft., fly 40 ft. (good)


Melee: bite +27 (2d6+5/19–20 plus grab), 2 claws +27 (1d8+5)


Space: 10 ft. Reach: 10 ft.


Special Attacks: consume fear, constrict (2d6+5), rend (2d6+7)


Spell-Like Abilities: (CL 20th; concentration +26) Constant—deathwatch, true seeing At will—greater teleport (self plus 50 lbs. of objects only), persistent image (DC 21) 3/day—quickened greater shadow conjuration (DC 23), greater shadow evocation (DC 24), mirage arcana, nightmare (DC 21), permanent image (DC 22), phantasmal killer (DC 20) 1/day—mislead, summon (level 8, 1 temerdaemon or 1d3 suspiridaemons, 50%), symbol of fear (DC 21), weird (DC 25)


Statistics

Str: 20 Dex: 25 Con: 23 Int: 19 Wis: 18 Cha: 22


Base Atk: +23 CMB: +29 (+33 grapple) CMD: 47


Feats: Combat Casting, Deceitful, Dodge, Greater Spell Penetration, Improved Critical (bite), Improved Initiative, Intimidating Prowess, Iron Will, Power Attack, Quicken Spell-Like Ability (greater shadow conjuration), Spell Penetration, Vital Strike


Skills: Bluff +36, Disguise +36, Escape Artist +30, Fly +35, Intimidate +37, Knowledge (planes) +30, Perception +30, Sense Motive +30, Spellcraft +30, Stealth +29


SQ: compression, tangible horror


Languages: Abyssal, Celestial, Common, Draconic, Infernal telepathy 100 ft.


Description

Consume Fear (Su) As a standard action, a phasmadaemon that begins its turn with a grappled opponent can attempt to feed on the creature’s mortality and innate terror. Any creature that does not succeed at a DC 27 Will save takes 1d6 points of Charisma drain and becomes shaken for 2d4 rounds; in addition, the phasmadaemon gains 5 temporary hit points for every point of Charisma drain dealt this way. If the creature being grappled is already panicked at the beginning of the phasmadaemon’s turn, it must save instead on a DC 27 Fortitude save or be slain instantly by the phasmadaemon, which gains a +1 profane bonus on attack rolls, saving throws, and checks for every 2 points of Charisma its victim had before dying; the profane bonuses last for 24 hours. The save DCs are Charisma-based.

Tangible Horror (Su) A phasmadaemon’s illusion abilities are partially real at a level above and beyond those normally conjured forth by similar illusion spells. If a creature succeeds at its Will save to disbelieve either a phasmadaemon’s greater shadow conjuration or greater shadow evocation spell-like ability, the conjured or evoked spell has 80% the normal effect or is 80% likely to occur, rather than 60%.

Among the most powerful members of daemonkind, the phasmadaemons personify death by fright, and conjure powers of illusion so terrifying that they steal the life from their victims. A freakish creature of rubbery f lesh, the phasmadaemon is capable of twisting its body like a hellish contortionist, and its ivory face is often the last thing its victim sees. Though capable of savaging foes with its fangs and claws, it prefers to torment them first with illusory enemies, unreal terrors, and false terrain before finally closing in as the victims’ hearts race and finally fail. When a phasmadaemon does confront its prey physically, it prefers to grapple and constrict it to death, looking the victim directly in the face and watching the fear fill its eyes as the blood drains from its cheeks. A phasmadaemon rarely shows its true form all at once, masking itself in illusions or eerie porcelain masks, and it delights in unnerving even its own daemonic allies.

A phasmadaemon is 25 feet long from muzzle to tail— though if it desires, it can stretch almost half again that length thanks to its flexible, elastic anatomy—and weighs 1,000 pounds.

Source: Horsemen of the Apocalypse, p. 53