Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Daemonic Trap Making
(divine) When the crucidaemon casts its innate glyph of warding spell, it can store any arcane or divine spell of an appropriate level in the glyph, even if it can't otherwise cast the spell.
Ability
Divine Innate Spells
DC 32, attack +28; 7th glyph of warding (x3), paralyze; 4th death knell, fear, invisibility (at will), phantom pain (at will); Constant (2nd) detect alignment (good only)
Ability
Flurry of Daggers
The crucidaemon makes two chained dagger Strikes against a single target. These attacks count toward the crucidaemon's multiple attack penalty and its multiple attack penalty doesn't increase until after both attacks.
Ability
Manifest Dagger
The crucidaemon summons a new chained dagger to replace a destroyed one. A crucidaemon's daggers can't be disarmed, and they become non-magical when severed from the daemon or upon the daemon's death.
Ability
Trap Dodger
Crucidaemons are all but impossible to fool with traps. Whenever a crucidaemon rolls a saving throw against a trap hazard, its degree of success is one better than it rolled.
Offense
Melee
Circumstance: combat round (melee)
chained dagger +30 [+26/+22] (agile, finesse, magical, reach 10 feet, versatile S), Damage 4d4+14 piercing plus 2d6 persistent bleed
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
Language
Abyssal
Draconic
Infernal
telepathy 100 feet
Perception
darkvision
detect alignment (good only)
lifesense 30 feet
Resistance
physical 10 (except adamantine)
Weakness
good 10