Actions/Abilities/Traits: (D&D 5e)
Action
Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 5 (1d10) necrotic damage.
Action
Evil Staff
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 5 (1d10) necrotic damage.
Action
Multiattack
The thanadaemon uses its paralyzing gaze then makes two evil staff attacks or two claw attacks.
Action
Paralyzing Gaze
The thanadaemon fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 15 Wisdom saving throw against this magic or become paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the thanadaemon's gaze for the next 24 hours.
Special
Magic Resistance
The thanadaemon has advantage on saving throws against spells and other magical effects.
Actions/Abilities/Traits: (OSR)
Special
|Draining Weapon
A thandaemon's energy drain attack functions through any melee weapon it wields.
Special
|Draining Weapon
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 damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice this damage.
Special
|Draining Weapon
Cower in fear for 1d6 rounds, 30 feet, Paralysis save negates. This is a mind-affecting fear effect.
Special
|Draining Weapon
You can mentally communicate with any other creature within 100 feet that has a language.
Special
|Draining Weapon
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
|Draining Weapon
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
Divine Innate Spells
DC 34; 7th finger of death, plane shift (at will; self plus skiff and passengers only; Astral, Ethereal, and evil planes only), teleport; 6th slow, vampiric exsanguination (×2); 5th dimension door; 4th dimension door (at will); 1st detect alignment (good only; at will); Constant (7th) air walk, true seeing
Ability
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.
Ability
Focus Gaze
(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.
Ability
Rituals
DC 34; 2nd create undead
Ability
Soul Crush
(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.
Ability
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.
Offense
Melee
Circumstance: combat round (melee)
bo staff +28 [+23/+18] (evil, magical, parry, reach 10 feet, trip), Damage 3d8+14 bludgeoning plus 1d6 negative, 1d6 evil, and draining strike
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
Item
+1 striking bo staff
soul gem (2)
Language
Common
Daemonic
telepathy 100 feet
Perception
darkvision
true seeing
Weakness
good 10