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From Pathfinder Bestiary 2, which isn't enabled.

Purrodaemon

CREATURE 18

Few creatures embody war's sheer amount of bloodshed and loss of life as deeply as the purrodaemons, deacons of war. These giant humanoid daemons are bedecked in black, unholy armor, with weapons piercing their flesh at every opening. Far from wounds, however, these weapons are the purrodaemon's arsenal. A purrodaemon can, with frightening swiftness and nauseating ease, extract a weapon from its own flesh as though drawing a sword from a sheath, and their blood is so tainted with evil that weapons steeped in it become powerful tools of war.


Perception +33; darkvision, truesight 60 feet
Languages Common, Daemonic; telepathy 100 feet
Skills Athletics +37, Intimidation +35, Religion +30, Stealth +34, Survival +33, Warfare Lore +32
Str +9, Dex +6, Con +7, Int +4, Wis +7, Cha +7
Items +2 Greater Striking Glaive, Soul Gem (2), Steeped Weapon (7-10)
Telepathy 100 feet (aura, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

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 43; Fort +33, Ref +30, Will +29; +1 status to all saves vs. magic
HP 335; Immunities bleed, death effects; Weaknesses holy 15; Resistances piercing 15
+1 Status to All Saves vs. Magic

Speed 25 feet, fly 50 feet
Melee Glaive +37 (deadly d8, evil, forceful, magical, reach 15, unholy), Damage 3d8+17 slashing plus 2d6 spirit plus 4d6 bleed
Ranged Hurled Weapon +35 (deadly d10, evil, magical, propulsive, unholy, range increment 120 feet), Damage 2d10+12 piercing plus 1d6 spirit plus 4d6 bleed
Divine Innate Spells DC 37, attack +27; 9th Bind Soul, Blade Barrier, Chain Lightning; 7th Teleport, Flame Strike; 5th Dimension Door; 4th Dimension Door (At will); 1st Detect Alignment (At will) (Good only); Constant (6th) True Seeing
Hurl Weapon (divine)

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.

Recall Weapon
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.
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.

Twist the Blade
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.
Pathfinder Bestiary 2OGL