Size:
Medium
Type:
Fiend
Form:
Temper:
fiendish
# App:
± solitary, pair, or council (3-11)
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
controller
Ground:
± 30 ft.
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e
Special
Magic Resistance
The thanadaemon has advantage on saving throws against spells and other magical effects.
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.
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: Pathfinder 1e
Aura: unnatural aura (30 ft.)
Treasure: standard (+2 quarterstaff, other treasure)
Environments
any (Abaddon)
Actions/Abilities/Traits: Pathfinder 1e