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From Pathfinder #149: Against the Scarlet Triad, which isn't enabled.

Crucidaemon

CREATURE 15

Of all the ways to die, crucidaemons represent perhaps one of the least desirable: death by torture. The fiend's shapely body, which appears to be sculpted from iron or mithril, belies a sinister wrath and love of inflicting pain. Crucidaemons particularly enjoy inflicting pain with their curved, serrated daggers, which are attached to their bodies via a chain that pierces each wrist.

A crucidaemon's existence is dedicated to subjecting its prey to an eternity of pain and terror. Unlike other daemons, many of which are eager to feed on mortal souls as soon as they can, the crucidaemon takes much greater pleasure in prolonging the agony of its victims. Oftentimes, a crucidaemon will inflict such torment and pain upon its prey that when the end finally comes, the victim tearfully thanks the daemon for the mercy of oblivion. An encounter with a crucidaemon that does not end with its death is far from over-crucidaemons have unequaled patience for those who dare oppose them.


Perception +26; darkvision, lifesense 30 feet; detect alignment (good only)
Languages Chthonian, Diabolic, Draconic; telepathy 100 feet
Skills Acrobatics +30, Arcana +26, Crafting +30, Deception +26, Intimidation +28, Stealth +30, Thievery +26
Str +4, Dex +7, Con +7, Int +3, Wis +7, Cha +5
Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.


AC 38; Fort +26, Ref +30, Will +26; +1 status to all saves vs. magic
HP 225; Immunities death effects; Weaknesses holy 10; Resistances physical 10 (except adamantine)
+1 Status to All Saves vs. Magic
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.


Speed 50 feet
Melee Chained Dagger +30 (agile, finesse, magical, reach 10, unholy, versatile s), Damage 4d4+14 piercing plus 2d6 bleed
Divine Innate Spells DC 32, attack +28; 7th Glyph of Warding (×3), Paralyze; 4th Invisibility (At Will), Fear, Phantom Pain (At Will); 2nd Death Knell; 1st Detect Alignment (Constant) (Good Only); Constant (4th) Air Walk
Daemonic Trap Making (divine)

When the crucidaemon casts its innate Rune Trap 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.

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.

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.

Pathfinder #149: Against the Scarlet TriadOGL