Actions/Abilities/Traits: (OSR)
Special
|Devour Soul
An astradaemon that begins its turn having successfully hit the same target in melee twice in the prior rounds can attempt to draw out and consume the soul of its victim, killing it instantly. This ability only works on living creatures, which may resist with a Death saving throw. For every 5 HD of the slain creature, the daemon gets a +1 bonus on attacks, saving throws, and checks for 24 hours. This ability does not consume all of the soul, and pieces of it still exist after the daemon completes its feast (enough to be able to resurrect the slain victim normally).
Special
|Devour Soul
Energy Drain You sap a living opponent's vital energy automatically when your melee or ranged attack hits. Each successful energy drain inflicts an additional 2d4 points of necrotic energy and 1d4 points of Constitution damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice these amounts.
Special
|Devour Soul
Soul Siphon If a Small or larger creature dies within 10 feet of an astradaemon, the daemon gains 1d8 hit points and a +2 bonus to Strength for 10 minutes. Incorporeal undead and living spirits traveling outside the body (such as a person using astral projection or magic jar) take 1d8 points of damage each round within the daemon's aura.
Special
|Devour Soul
Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Special
|Devour Soul
True Seeing You see all things as they actually are, as per the spell True Seeing, as a constant ability.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Devour Soul
Circumstance: The astradaemon hasn't used an action with the attack trait yet t
The astradaemon draws out and consumes the soul of a living creature it has grabbed. The creature must succeed at a DC 35 Fortitude save or instantly die. If it dies, the astradaemon gains 10 temporary Hit Points and a +2 status bonus to attack and damage rolls for 1 minute, or for 1 day if the victim was 15th level or higher. A victim slain in this way can be returned to life normally. A creature that survives is temporarily immune for 1 minute.
Ability
Displacement
(divine, illusion, visual) An astradaemon bends light, appearing shifted from its true position, though still in the same space. Creatures targeting the astradaemon must attempt a DC 11 flat check, as if the astradaemon were hidden, even though it remains observed. Effects such as the Blind-Fight feat and halfling's keen eyes that apply on the flat check against hidden creatures also apply against a displaced astradaemon.
Ability
Divine Innate Spells
DC 37; 8th discern location, finger of death; 7th plane shift (x2); 5th dimension door; 4th dimension door (at will); 1st detect alignment (at will; good only); Constant (6th) true seeing
Ability
Essence Drain
(divine, necromancy, negative) When an astradaemon hits with its claw, jaws, or tail, it drains the target's spiritual and vital essences. The target takes 2d10 negative energy damage and the astradaemon regains an equal number of Hit Points. The target must succeed at a DC 37 Fortitude save or become doomed 1 and drained 1. If the target was already drained or doomed, it instead increases both conditions' value by 1, to a maximum of 4.
Ability
Soul Siphon
(aura, divine, force, necromancy) 30 feet. An astradaemon draws power from the souls of the recently slain. If a Small or larger living creature dies within its aura, the astradaemon gains 5 temporary Hit Points and a +1 status bonus to attack and damage rolls for 1 round, unless the creature was slain by an astradaemon's Devour Soul ability. Incorporeal undead and living spirits traveling outside the body take 1d8 force damage each round within the daemon's aura from the spiritual pressure as the astradaemon pulls in fragments of their soul.
Offense
Melee
Circumstance: combat round (melee)
jaws +32 [+27/+22] (evil, magical, reach 10 feet), Damage 3d8+9 piercing plus 1d6 evil, essence drain, and Grab
Trait
Daemon
A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Immunity
death effects
negative
Language
Common
Daemonic
telepathy 100 feet
Perception
darkvision
lifesense 30 feet
true seeing
Weakness
good 15