Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core.
The Astradaemon is a Level 16 creature, with Armor Class 39 and 240 hit points. The astradaemon is a terrifying predator of the Astral Plane that hunts souls to consume their vital essence.
Saving Throws: +1 status to all saves vs. magic Telepathy 100 feet (aura, magical, mental). 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. Lifesense 30 feet. Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors. 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. +1 Status to All Saves vs. Magic Bent Light (divine, illusion, visual). An astradaemon appears shifted from their true position, though still in the same space. Creatures targeting the astradaemon must succeed at a DC 11 flat check to do so, as if the astradaemon were Hidden, even though the astradaemon remains observed. Abilities that apply to the flat check against hidden creatures also apply against bent light. Soul Siphon (aura, divine, force). 30 feet. An astradaemon draws power from the souls of the recently slain. If a Small or larger living creature dies within their aura, the astradaemon gains 5 temporary Hit Points and a +1 status bonus to attack and damage rolls for 1 round, unless the creature was slain by an astradaemon's Devour Soul ability. Incorporeal undead and living spirits that are traveling outside a body take 1d8 spirit damage each round within the daemon's aura as the astradaemon pulls in fragments of their soul. Devour Soul (1 action) (divine, incapacitation). Requirements The astradaemon hasn't used an action with the attack trait yet this turn. Effect The astradaemon draws out and consumes the soul of a living creature they have Grabbed. The creature must succeed at a DC 35 Fortitude save or instantly die. If it dies, the astradaemon gains 10 temporary Hit Points and a +2 status bonus to attack and damage rolls for 1 minute, or for 1 day if the victim was 15th level or higher. A victim slain in this way can be returned to life normally. A creature that survives is temporarily immune for 1 minute. Essence Drain (divine, void). When an astradaemon hits with their claw, jaws, or tail, they drain the target's spiritual and vital essences. The target takes 2d10 void damage and the astradaemon regains an equal number of Hit Points. The target must succeed at a DC 37 Fortitude save or become Doomed 1 and Drained 1. If the target was already drained or doomed, it instead increases both conditions' value by 1, to a maximum of 4. Grab (1 action). Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained. Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
240 hit points.
Level 16.
AC 39.
Speed 60 ft., fly 60 ft.
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