Meladaemon

Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core 2.

The Meladaemon is a Level 11 creature, with Armor Class 31 and 225 hit points. Meladaemons are the gaunt personifications of death by starvation and thirst, serving as harbingers of total environmental collapse.

Meladaemon, original Pathfinder 2e monster artwork by ZapGM

Stat Block

Abilities & Attacks

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 (Imprecise) 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. +1 Status to All Saves vs. Magic Consumptive Aura (aura, divine). 20 feet. A meladaemon emanates an aura of intense hunger. Each round a creature begins its turn in the aura, it must attempt a DC 27 Fortitude save. On a failure, the creature takes 1d6 void damage (2d6 void damage on a critical failure) and becomes Fatigued. This fatigue ends as soon as the creature eats any food. Withering Opportunity (reaction). Trigger The meladaemon is attacked by an adjacent creature and the attack misses. Effect The meladaemon swipes at the triggering creature, which must immediately attempt a save against the meladaemon's withering touch. Daemonic Famine (disease). Saving Throw DC 29 Fortitude save. Stage 1 carrier with no ill effect (1 day). Stage 2 Enfeebled 1 (1 day). Stage 3 Enfeebled 2 (1 day). Stage 4 as stage 3. Stage 5 Enfeebled 3 (1 week). Stage 6 dead Withering Touch (divine). When the meladaemon hits with a claw Strike or a creature begins its turn Grabbed by the meladaemon, the creature must attempt a DC 30 Fortitude save. On a failure, the creature takes 1d6 void damage and becomes Fatigued. This fatigue ends when the creature drinks. 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.

Common Questions

How much HP does a Meladaemon have?

225 hit points.

What level is a Meladaemon?

Level 11.

What is a Meladaemon's Armor Class?

AC 31.

How fast can a Meladaemon move?

Speed 25 ft., fly 50 ft.

Use Meladaemon at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Meladaemon into a ZapGM campaign and customize it further.

License

This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations including paizo.com/orclicense, azoralaw.com/orclicense, and others. All warranties are disclaimed as set forth therein.

Game mechanics on this page are based on Pathfinder Monster Core 2 © 2025 Paizo Inc. Full attribution is on zapgm.com/legal.

The game mechanics ZapGM publishes from these books remain ORC Licensed Material: you may reuse them under the ORC License.

The creature description and artwork are ZapGM Reserved Material.

Pathfinder is a trademark of Paizo Inc. ZapGM is not affiliated with Paizo.

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