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From Pathfinder Lost Omens High Seas, which isn't enabled.

Dedalon

CREATURE 13

Formed from poignant desires and treacherous betrayals, dedalons impulsively act on emotion rather than any long-formed plots or plans. The kind of betrayal that forms a dedalon matches their own egotistical self-interest; on the High Seas, they tend to be born of those who led a failed mutiny or tried to steal valuable treasure from their shipmates. Betrayal demons act as short-term sleeper agents, given specific assignments or targets then sent to serve another demon lord before their short-sighted greed gets the better of them.

Perhaps symbolic of their unsatisfied desires, dedalons suffer from an almost unquenchable thirst. When hydrated, dedalons can take on flawless humanoid disguises, but without water they are left dried and ropy, with a shrunken head and limbs that twist away from their torso in unsettling ways.


Perception +23; low-light vision, truesight 60 feet
Languages Chthonian, Common; Truespeech
Skills Athletics +27, Deception +25, Diplomacy +22, Intimidation +24, Society +22, Stealth +25, Survival +22, Thievery +27
Str +8, Dex +5, Con +3, Int +3, Wis +3, Cha +4
Coveted Item

Embedded in the dedalon's body is their one most coveted item. It is usually a small object of negligible Bulk and is treated as if being worn by the demon.


AC 33; Fort +23, Ref +26, Will +20; +1 status to all saves vs. magic
HP 235; Immunities poison, water; Weaknesses cold iron 10, holy 10
+1 Status to All Saves vs. Magic
Desiccation Vulnerability

When a dedalon suffers from a dehydrating effect or hasn't drunk any water-based fluids for 1 hour, they take 4d6 mental damage. They revert to their natural form, and their coveted item (see above) becomes visible. The dedalon can't use Change Shape or Retch Bilge Water until they've taken an action to ingest a mundane or magical liquid.

Sabotaging Desire

When another creature has possession of the dedalon's coveted item (see above), the dedalon takes 2d6 mental damage every round they don't use at least 1 action in pursuit of recovering it.


Speed 25 feet, swim 25 feet
Melee Body +27 (unarmed, unholy), Damage 3d8+14 bludgeoning plus Improved Push 10 Feet
Melee Flogging Arm +27 (brutal, magical, reach 10, unarmed, unholy), Damage 3d6+14 slashing
Divine Innate Spells DC 30; 7th Vampiric Exsanguination (×2); 6th Repulsion (×3); 5th Translocate (At Will); Constant (6th) Truesight; Constant (5th) Truespeech
Rituals 1st Demonic Pact
Change Shape (concentrate, divine, polymorph)

The dedalon takes on the appearance of a Medium humanoid. This doesn't change their Speeds or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). They lose any unarmed attacks with the reach trait.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Disarming Tendrils
Requirements A creature within 25 feet is holding the dedalon's coveted item (see above)

Effect The dedalon's body momentarily elongates, their arm snaking unnaturally toward the target. The dedalon makes a flogging arm Strike against the required creature. On a success, they can attempt to Disarm their coveted item from the required creature (increasing the degree of success by one if the Strike was a critical success). The Disarm attempt neither applies nor counts toward the dedalon's multiple attack penalty.
Retch Bilge Water (poison, water)

The dedalon vomits a 20-foot cone of tainted, sludgy bilge water. Each living creature in the area takes 13d6 poison damage (DC 33 basic Reflex save). On a failure, the creature is also Sickened 1 (or Sickened 2 on a critical failure). The dedalon can't use Retch Bilge Water again for 1d4 rounds.

Improved Push 10 Feet

Trigger The monster's last action was a successful Strike that lists Improved Push in its damage entry

Effect The monster attempts to Shove the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Improved Push lists a distance, change the distance the creature is pushed on a success to that distance.

Pathfinder Lost Omens High SeasORC