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Daemon, Phasmadaemon

Little can be seen of this fiend, its body cloaked in a shroud of perpetually shifting, ghastly illusions and phantasms. Beneath its shimmering veil, it has glossy black flesh, a bleached white face, and twisted horns. Its long caiman muzzle perpetually gapes, but other than that, its face is void of sensory organs, save for two orbs that move below the surface of its flesh. This creature flows rather than moves, and its flexible body lacks a definite skeletal structure except for a long, bony tail.

Phasmadaemon CR 17

XP 102,400
NE Large outsider (daemon, evil, extraplanar)
Init +11; Senses darkvision 60 ft., true seeing; Perception +30
Aura frightful presence (60 ft., DC 27)


AC 32, touch 17, flat-footed 24 (+7 Dex, +1 dodge, +15 natural, –1 size)
hp 264 (23d10+138)
Fort +19, Ref +14, Will +19
DR 10/good and silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 28


Speed 30 ft., fly 40 ft. (good)
Melee bite +27 (2d6+5/19–20 plus grab), 2 claws +27 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks consume fear, constrict (2d6+5), rend (2d6+7)
Spell-Like Abilities (CL 20th; concentration +26)

Constantdeathwatch, true seeing
At willgreater teleport (self plus 50 lbs. of objects only), persistent image (DC 21)
3/dayquickened greater shadow conjuration (DC 23), greater shadow evocation (DC 24), mirage arcana, nightmare (DC 21), permanent image (DC 22), phantasmal killer (DC 20)
1/daymislead, summon (level 8, 1 temerdaemon or 1d3 suspiridaemons, 50%), symbol of fear (DC 21), weird (DC 25)


Str 20, Dex 25, Con 23, Int 19, Wis 18, Cha 22
Base Atk +23; CMB +29 (+33 grapple); CMD 47
Feats Combat Casting, Deceitful, Dodge, Greater Spell Penetration, Improved Critical (bite), Improved Initiative, Intimidating Prowess, Iron Will, Power Attack, Quicken Spell-Like Ability (greater shadow conjuration), Spell Penetration, Vital Strike
Skills Bluff +36, Disguise +36, Escape Artist +30, Fly +35, Intimidate +37, Knowledge (planes) +30, Perception +30, Sense Motive +30, Spellcraft +30, Stealth +29
Languages Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ compression, tangible horror


Consume Fear (Su)

As a standard action, a phasmadaemon that begins its turn with a grappled opponent can attempt to feed on the creature’s mortality and innate terror. Any creature that does not succeed at a DC 27 Will save takes 1d6 points of Charisma drain and becomes shaken for 2d4 rounds; in addition, the phasmadaemon gains 5 temporary hit points for every point of Charisma drain dealt this way. If the creature being grappled is already panicked at the beginning of the phasmadaemon’s turn, it must save instead on a DC 27 Fortitude save or be slain instantly by the phasmadaemon, which gains a +1 profane bonus on attack rolls, saving throws, and checks for every 2 points of Charisma its victim had before dying; the profane bonuses last for 24 hours. The save DCs are Charisma-based.

Tangible Horror (Su)

A phasmadaemon’s illusion abilities are partially real at a level above and beyond those normally conjured forth by similar illusion spells. If a creature succeeds at its Will save to disbelieve either a phasmadaemon’s greater shadow conjuration or greater shadow evocation spell-like ability, the conjured or evoked spell has 80% the normal effect or is 80% likely to occur, rather than 60%.