Actions/Abilities/Traits: Pathfinder 2e
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
Actions/Abilities/Traits: Pathfinder 2e