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Leukodaemon Plague

CREATURE 14

Daemons are shaped by, and devoted to, the destruction of life in all its forms. Leukodaemons serve the Apocalypse Rider of Pestilence, spreading disease across the Universe with their very touch. A small army of leukodaemons has the potential to wipe out a small country—or more—if left unchecked.


Perception +25; darkvision; plaguesense (imprecise) 60 feet
Languages Daemonic; Telepathy 100 feet
Skills Acrobatics +25, Intimidation +25, Medicine +28, Religion +28, Stealth +25, Survival +23
Str +7, Dex +5, Con +1, Int +3, Wis +5, Cha +3
Plaguesense

A leukodaemon plague senses any creature with a disease, and knows the type and current stage of all diseases carried by any creature within range.


AC 35; Fort +22, Ref +25, Will +28
HP 255, (4 segments); Thresholds 170 (3 segments), 85 (2 segments); Immunities death effects, disease; Weaknesses area damage 15, splash damage 15, holy 15
Infectious Aura (aura, disease)

30 feet. Leukodaemons radiate infection. All creatures within 30 feet of a leukodaemon plague take a –2 status penalty to saves against disease. If a creature within range contracts or progresses a disease, all adjacent creatures are exposed to the same disease, at the same DC.

Troop Defenses

HP 255 (4 segments); Thresholds 170 (3 segments), 85 (2 segments)

Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment.

A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen.

Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.

Troop Movement

Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.


Speed 25 feet, fly 40 feet; troop movement
Divine Innate Spells DC 34; 7th Dispel Magic; 5th Translocate (At Will)
Daemonic Pestilence (disease)

The leukodaemon plague can telepathically communicate with the afflicted creature at any distance on the same plane

Saving Throw DC 34 Fortitude
Stage 1 carrier (1 day)
Stage 2 Drained 1 (1 day)
Stage 3 Drained 2 (1 day)
Stage 4 drained 2 (1 day)
Stage 5 Drained 3 (1 week)
Stage 6 dead
Infected Jaws and Claws

to

Frequency once per round

Effect The leukodaemons unleash an onslaught of blows against each enemy in a 10-foot emanation (DC 31 basic Reflex save). The damage depends on the number of actions.

1d10+3 damage plus daemonic pestilence

3d10+9 damage plus daemonic pestilence

4d10+12 damage plus daemonic pestilence

Pestilent Wheeze (divine, unholy)

The leukodaemons exhale a 30-foot cone of disease-ridden black flies that deal 5d8 piercing damage (DC 31 basic Reflex save). A creature that fails the save also becomes Sickened 1 (or Sickened 2 on a critical failure). When the leukodaemon plague is reduced to 2 segments, this area decreases to a 20-foot cone.

Quicken Pestilence (divine, manipulate)

The leukodaemons coax a disease into full bloom. They choose a target within their infectious aura that's currently affected by a disease. That creature must attempt a Fortitude save against the disease as if the interval for the disease's current stage had passed.

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