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This translucent, shaggy, horned monster shines with an eerie blue light, and its form trickles into vapor below the waist.

Aoandon CR 12

XP 19,200
CE Medium outsider (incorporeal, native)
Init +7; Senses darkvision 60 ft., true seeing; Perception +20


AC 24, touch 24, flat-footed 16 (+6 deflection, +7 Dex, +1 dodge)
hp 152 (16d10+64)
Fort +14, Ref +12, Will +12
Defensive Abilities incorporeal


Speed fly 60 ft. (perfect)
Melee touch of madness +19 touch (10d6)
Spell-Like Abilities (CL 16th; concentration +22)

Constanttrue seeing
At willdarkness
3/daybestow curse (DC 20), suffocation (DC 21)
1/daymass pain strike (DC 21), waves of fatigue


Str —, Dex 24, Con 19, Int 20, Wis 15, Cha 22
Base Atk +16; CMB +23; CMD 40
Feats Combat Reflexes, Dodge, Mobility, Skill Focus (Fly), Skill Focus (Intimidate), Spring Attack, Weapon Finesse, Weapon Focus (touch)
Skills Acrobatics +22, Bluff +25, Diplomacy +19, Fly +40, Intimidate +31, Knowledge (arcana) +20, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nobility) +12, Knowledge (planes) +18, Knowledge (religion) +13, Perception +20, Sense Motive +20, Spellcraft +22, Stealth +22
Languages Abyssal, Celestial, Common, Draconic, Giant, Infernal


Touch of Madness (Su)

The touch of an aoandon causes maddening fear. As a standard action it can make an incorporeal touch attack that deals 10d6 damage. Any living creature damaged by an aoandon's touch attack must succeed at a DC 24 Will save or be confused for 1d4 rounds. A creature that succeeds at this saving throw can't be confused again by this aoandon's touch of madness for 10 minutes. This is a mind-affecting fear effect. The save DC is Charisma-based.