Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Divine Innate Spells
DC 37; 9th bind soul, blade barrier, chain lightning; 7th flame strike, teleport; 5th dimension door; 4th dimension door (at will); 1st detect alignment (good only; at will); Constant (6th) true seeing
Ability
Hurl Weapon
(divine, evocation) The purrodaemon causes a weapon that has steeped in their flesh (see Steep Weapon) to telekinetically launch from their flesh. The purrodaemon makes a hurled weapon Strike without using their hands.
Ability
Recall Weapon
(evocation) Requirements A steeped weapon that's no longer sheathed in the purrodaemon's body is within 120 feet of the daemon; Effect The steeped weapon swiftly flies through the air to resheath itself in the purrodaemon's body. If a creature is along this flight path, the purrodaemon can make a hurled weapon Strike against the target; if it hits, the weapon drops to the ground in a square adjacent to the creature.
Ability
Steep Weapon
(manipulate) The purrodaemon sheathes a weapon in their own flesh. This deals no damage to the purrodaemon, which can have up to 10 weapons sheathed in their body at a time. A steeped weapon must be one that deals piercing or slashing damage. If a purrodaemon Interacts to crush a soul gem, one weapon of their choice sheathed in their flesh becomes enchanted with the daemon's fiendish power and becomes a +2 greater striking weapon that can be used in place of their glaive or hurled at targets (with a +2 item bonus to the hurled weapon's attack modifier and an extra d10 of damage). This magical quality fades 24 hours after it ceases being sheathed in the daemon's living body. A steeped weapon can be Disarmed.
Ability
Twist the Blade
Circumstance: Requirements The purrodaemon has fewer than 10 weapons sheathed i
Requirements The purrodaemon has fewer than 10 weapons sheathed in their body; Trigger: The purrodaemon is hit with a weapon that deals piercing damage; Effect The purrodaemon seizes the triggering weapon. The weapon's wielder must attempt a DC 40 Reflex save. On a failure, the weapon is disarmed and falls to an adjacent square. On a critical failure, the weapon is sheathed in the purrodaemon's body as though the daemon had used Steep Weapon.
Offense
Melee
Circumstance: combat round (melee)
glaive +37 [+32/+27] (deadly d8, evil, forceful, magical, reach 15 feet), Damage 3d8+17 slashing plus 2d6 evil and 4d6 persistent bleed
Offense
Ranged
Circumstance: combat round (ranged)
hurled weapon +35 [+30/+25] (deadly 1d10, evil, magical, propulsive, range 120 feet), Damage 2d10+12 piercing plus 1d6 evil and 4d6 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
bleed
death effects
Item
+2 greater striking glaive
soul gem (2)
steeped weapon (7-10)
Language
Common
Daemonic
telepathy 100 feet
Perception
darkvision
true seeing
Resistance
piercing 15
Weakness
good 15