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Mythic Monsters Daemons

The document provides credits for the authors, artists, and contributors involved in the creation of 'Mythic Monsters: Daemons' by Legendary Games. It includes legal information regarding compatibility with the Pathfinder Roleplaying Game and outlines the Open Game License terms. The document emphasizes the distinction between Open Game Content and Product Identity, along with copyright notices and acknowledgments to various contributors and supporters.

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0% found this document useful (0 votes)
57 views30 pages

Mythic Monsters Daemons

The document provides credits for the authors, artists, and contributors involved in the creation of 'Mythic Monsters: Daemons' by Legendary Games. It includes legal information regarding compatibility with the Pathfinder Roleplaying Game and outlines the Open Game License terms. The document emphasizes the distinction between Open Game Content and Product Identity, along with copyright notices and acknowledgments to various contributors and supporters.

Uploaded by

moxgeode
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Credits������������������������������������������������������������������������������������������������������������������������������������

Authors: Alistair J. Rigg, Alex Riggs, Steven T. Helt, and Todd Stewart
Artists: Michael Jaecks
Design and Layout: Richard Kunz
Legendary Games Team Members: Clinton J. Boomer, Robert Brookes, Benjamin Bruck, Matthew
Goodall, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Victoria Jaczko, Jonathan H. Keith,
Jeff Lee, Nicolas Logue, Will McCardell, Julian Neale, Jason Nelson, Richard Pett, Tom Phillips, Alistair Rigg,
Alex Riggs, Amber Scott, Mark Seifter, Tork Shaw, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Greg A.
Vaughan, Mike Welham, Linda Zayas-Palmer, and Clark Peterson
Editing and Development: Alistair J. Rigg and Jason Nelson
Publisher: Jason Nelson
Executive Partner: Neil Spicer
Business Director: Rachel Ventura
Special Thanks: Erik Mona, Lisa Stevens, Jason Bulmahn, and the Paizo staff for their excellent Pathfinder
Roleplaying Game Mythic Adventures hardback.

Special Thanks���������������������������������������������������������������������������������������������������������������������
Erik Mona, Lisa Stevens, James Jacobs and the Paizo staff for all of the magic. We also would like to thank the
fans and supporters of Legendary Games that have made our company a success. We also thank our families and
the spouses and children that are so patient and supportive to each of us in the time we take to create the very
best for all of you.

Mythic Monsters: Daemons © 2015,


Legendary Games; Authors Alistair J. Rigg,
Alex Riggs, Steven T. Helt, and Todd Stewart. Legendary Games
ISBN-13: 978-1517783419 3734 SW 99th St.
ISBN-10: 1517783410 Seattle, WA 98126-4026
First printing October 2015. makeyourgamelegendary.com
Printed in USA.

ii
iii
Legal
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the
Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo
Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility
license.

Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary Games product designated as Open Game Content is the rules content (creature
stat blocks and names of skills, etc., taken from the Pathfinder Reference Document) as defined in the Open Game License version 1.0a Section 1(d). The front and back cover, back matter,
introduction and Credits page, as well all other parts of this product including all text not specifically designated as Open Game Content is not Open Game Content. No portion of this work
other than the material designated as Open Game Content may be reproduced in any form without written permission.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are not Open Content: Legendary Games, the
Legendary Games Logo, Adventure Path Plug-In, Mythic Monsters: Daemons, as well as all trademarks, registered trademarks, proper names (including the names of each character, location,
item or monster unique to this product), dialogue, plots, storylines, locations, characters, artworks, and trade dress, but excluding any content that is Product Identity of Paizo, Inc. (Elements
that have previously been designated as Open Game Content are not included in this declaration.)
Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is not a challenge to their ownership and is used under Fair Use.
OPEN GAME LICENSE Version 1.0a. The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a) “Contributors” means the copyright and/or 8. Identification: If you distribute Open Game Content You must Author: Jason Bulmahn, Brian Cortijo, Adam Daigle, Mike Ferguson,
trademark owners who have contributed Open Game Content; (b) clearly indicate which portions of the work that you are distributing Joshua J. Frost, James Jacobs, Rob McCreary, Erik Mona, Sean K
“Derivative Material” means copyrighted material including derivative are Open Game Content. Reynolds, F. Wesley Schneider, Lisa Stevens, James L. Sutter, and Greg
works and translations (including into other computer languages), 9. Updating the License: Wizards or its designated Agents may publish A. Vaughan.
potation, modification, correction, addition, extension, upgrade, updated versions of this License. You may use any authorized version
improvement, compilation, abridgment or other form in which an Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing,
of this License to copy, modify and distribute any Open Game Content LLC; Author: Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme
existing work may be recast, transformed or adapted; (c) “Distribute” originally distributed under any version of this License.
means to reproduce, license, rent, lease, sell, broadcast, publicly display, Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon
transmit or otherwise distribute; (d) “Open Game Content” means the 10. Copy of this License: You MUST include a copy of this License with Hodge, James Jacobs, Steve Kenson, Hal Maclean, Martin Mason, Rob
game mechanic and includes the methods, procedures, processes and every copy of the Open Game Content You distribute. McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds,
routines to the extent **such content does not embody the Product 11. Use of Contributor Credits: You may not market or advertise the F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor,
Identity and is an enhancement over the prior art and any additional Open Game Content using the name of any Contributor unless You and Greg A. Vaughan.
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Content due to statute, judicial order, or governmental regulation then Wesley Schneider, James L. Sutter, and Russ Taylor.
line names, logos and identifying marks including trade dress; artifacts, You may not Use any Open Game Material so affected.
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Product Identity, and which specifically excludes the Open Game
Content; (f) “Trademark” means the logos, names, mark, sign, motto, Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. Pathfinder Roleplaying Game Game Mastery Guide. © 2010, Paizo
designs that are used by a Contributor to identify itself or its products Mythic Monsters: Daemons © 2015, Legendary Games; Authors Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason
or the associated products contributed to the Open Game License by Alistair J. Rigg, Alex Riggs, Steven T. Helt, and Todd Stewart. Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua
the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito
System Reference Document. © 2000, Wizards of the Coast, Inc.; Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson,
copy, edit, format, modify, translate and otherwise create Derivative Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
Material of Open Game Content. (h) “You” or “Your” means the David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F.
material by E. Gary Gygax and Dave Arneson. Wesley Schneider, Amber Scot, Doug Seacat, Mike Seliker, Lisa
licensee in terms of this agreement.
The Hypertext d20 SRD. © 2004, Jans W Carton. Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams,
2. The License: This License applies to any Open Game Content that Teeuwynn Woodruff.
contains a notice indicating that the Open Game Content may only be The Book of Experimental Might. Copyright 2008, Monte J. Cook. All
Used under and in terms of this License. You must affix such a notice rights reserved. Pathfinder Campaign Setting: Inner Sea Bestiary. © 2012, Paizo
to any Open Game Content that you Use. No terms may be added Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Publishing, LLC; Author: Jim Groves, James Jacobs, Rob McCreary,
to or subtracted from this License except as described by the License Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Erik Mona, Jason Nelson, Patrick Renie, F. Wesley Schneider, James L.
itself. No other terms or conditions may be applied to any Open Game Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Sutter, Russ Taylor, and Greg A. Vaughan.
Content distributed using this License. Lawinger, and Bill Webb; Based on original content from TSR. Pathfinder Campaign Setting: Inner Sea Gods © 2014, Paizo
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rights to grant the rights conveyed by this License. Mythic Spell Compendium © 2015, Legendary Games and Kobold and Steve Townshend.
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Table of Contents
Welcome to Ultimate Plug-Ins: Mythic Monsters! �������������������������1
What You Will Find Inside Mythic Monsters: Daemons��������������������2
Taste. Savor. Appreciate.����������������������������������������������������������������������������3
Daemon, Astradaemon��������������������������������������������������������������������������������5
Daemon, Cacodaemon���������������������������������������������������������������������������������6
Daemon, Ceustodaemon�����������������������������������������������������������������������������7
Daemon, Derghodaemon����������������������������������������������������������������������������8
Daemon, Hydrodaemon������������������������������������������������������������������������������9
Daemon, Leukodaemon���������������������������������������������������������������������������� 10
Daemon, Meladaemon������������������������������������������������������������������������������ 11
Daemon, Piscodaemon������������������������������������������������������������������������������ 13
Daemon, Purrodaemon���������������������������������������������������������������������������� 14
Daemon, Thanadaemon���������������������������������������������������������������������������� 16
Daemon, Venedaemon������������������������������������������������������������������������������ 18
Daemon, Vulnudaemon��������������������������������������������������������������������������� 19
Daemon, Ignodaemon������������������������������������������������������������������������������� 20

NOTE: The following notations are used in the stat blocks contained in this product:
MF
= Mythic feat
MA
= Mythic ability
MMA
= Major mythic ability (counting as two abilities)
Underlined text indicates a rules element that is described in Pathfinder Roleplaying Game Mythic
Adventures.

iv
1

Welcome to Mythic Plug-Ins: Mythic Monsters!

T HIS SUPPLEMENT IS JUST ONE PART OF A LARGER RESOURCE FOR EVERY GAM-
emaster who would like to try out the new mythic rules but might feel a bit intimidated by the
huge amount of conversion work. The Pathfinder Roleplaying Game Mythic Adventures hardback
contains a wealth of new rules, but in one book there cannot be room for everything, especially
when it comes to monsters. That book contains some of the iconic monsters of myth and legend
and RPG history, transformed into a mythic rules format. The published monsters demonstrate
that a “mythic monster” does not need to be an ultra-powerful death machine - you can have
mythic monsters from CR 1 to CR 30 and all points in between - but there are less than 50 monsters
in the book. They are all classics, to be sure, but the game has evolved and there are so many more.
That is where the Mythic Monsters series from Legendary Games comes in.

What you won’t find inside this product are individual monster illustrations. You already
have them. Fantastic, glorious illustrations for every monster in every bestiary. You also won’t
find descriptive text for these monsters. You already have that too. Every mythic monster
could be an elder of its kind, specially blessed or cursed by the gods, a noble lord or powerful
champion, the last remnant of a mightier primeval race, a singular being unto itself, or perhaps
a newly evolved master race looking to supplant the ordinary beings of its ilk that came before.
To repeat these narratives for every monster, with slight variations, would be redundant. You
can create the perfect origin story and background for mythic versions of ordinary monsters
that fits precisely with your world. What you need are the stats, 100% crunch, and that is what
Mythic Monsters delivers.

The Mythic Monsters series contains updated mythic stat blocks for every creature combined
with innovative, exciting, and cinematic mythic abilities that clearly set these monsters apart
from the ordinary. Monsters that leave your players saying “What was THAT?” Monsters that
leave them feeling like mythic heroes when they triumph, whatever their level. Every issue brings
you mythic versions of 12 monsters you already know and love, all tied together by a creature
type or theme, plus one all-new mythic monster you’ve never seen before! All brought to you by
expert designers who know the mythic monster rules like no one else because they are the same
authors that created the mythic monsters in Pathfinder Roleplaying Game Mythic Adventures.
Special Electronic Features
We’ve hyperlinked this product internally from the Table of Contents and externally with links to the official
Pathfinder Reference Document as well as d20PFSRD. If it is in the core rulebook, we generally didn’t link to it
unless the rule is an obscure one. The point is not to supersede the game books, but rather to help support you,
the player, in accessing the rules, especially those from newer books or that you may not have memorized.

About Legendary Games


Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer
Games, Inc. Legendary Games uses a cooperative, team-based approach to bring you, the Paizo fan, the best
expansion material for your game. We are gamers and storytellers first, and we believe that passion shows in our
products. So check us out, and Make Your Game Legendary!

Visit us on Facebook, follow us on Twitter, and check out our website at www.makeyourgamelegendary.com.

What You Will Find Inside


Mythic Monsters: Daemons
Mythic Monsters: Daemons brings you a dozen and one of the foulest fiends to ever darken the doorstep of the deepest
dungeons. Servants of the Four Horsemen of the Apocalypse and harbingers of famine, death, disease, and war, daemons
occupy an interesting middle ground between the calculating and insidious devils and the ravening and savage demons.
They truly want what’s worst for everyone, with a nihilistic amorality that embodies every awful instance and element
of death, pain, suffering, grief, and loss in living form. There is no peace, no hope, no light, no faith, no favor, and no
escape. Only an inexorable grinding down to nothingness will satisfy their entropic appetites. From CR 3 to 22, we
bring you dangerous daemons of every description, from minor magical minions like the cacodaemon, venedaemon,
and ceustodaemon that might answer the call of mortal summons thinking their mystical might makes them masters
of the lowest servants of Abaddon, to the guardians and masters of the River Styx, the hungry hydrodaemons and
the cadaverous thanadaemons. The latter deacons of death are joined in the hierarchy of Hades by the leukodaemon
spreaders of pestilence, the meladaemons, scions of starvation, and the purrodaemon warbringers. Some daemons
seem almost alien, like the insane insectoid derghodaemons and the tentacular planewalking astradaemons, but all
live for the thrill of the kill, whether as brutish bruisers like the piscodaemon or the seemingly forlorn yet fearsome
vulnudaemon. As if a dozen existing monsters were not enough, the mighty and megalomaniacal ignodaemons are
formed from fallen souls of earthly despots who incarnated to evil now govern fiefs of their lesser kin in an elaborate
feudal tyranny in the service of the daemonic deacons and harbingers, balancing subtle skills of sedition with the
brutal fist of power. The cruelty of these evil overlords is revealed in short fiction from Todd Stewart,
in an interview with the archdaemon of poisons and incurable affliction, with every ophidian utterance
envenomed with evil.

The Mythic Monsters series from Legendary Games sets aside the rich story and background that is
our trademark, because it is focused on absolute crunch, and there it absolutely lives up our highest
standards of innovative layout, beautiful aesthetics, and excellence in design that is second to none.
We hope you enjoy using it as much as we enjoyed making it. Game on!

- Jason Nelson

2
3

“Note the symbols on the purple, waxen seal and those


Taste. Savor. etched into the glass itself. This singular specimen was
bottled by a trio of mortal monks in the slave-city of
Appreciate. Screaming-Larder. One was deaf, one mute, and one blind.
The grapes used in its production were of a variety that
“I’m so pleased to have you. Guests like yourself are few originated on the Material plane. The hundred year old
and far between here.” rootstock was transplanted a millennia ago to a vineyard
in the abyssal layer of the demon lord of darkness and lust.
Pale violet light spilled from a chandelier of elegantly There, by the hands of mortal slaves, only the choicest and
twisted iron and crystal, illuminating the speaker and her ripest grapes are selected and shipped to Abaddon.” The
single guest. The rest of the chamber was in shadow, dimly harbinger’s eyes glittered and her mouth curled into a sneer.
perceived. At the drowning edges of light, the walls moved “Both grapes and slaves alike. Beneath the eclipse’s eternal
and writhed like living things. half-light gaze, the cask takes seven hundred and fifty years
to mature. After that period of maturation, given the not-
“So few are able to discern the subtle complexities I exactly-angel’s share lost, it produces exactly one bottle.”
appreciate. Perhaps you can even help expand my horizons.”
The archfiend released her telekinetic grip and lowered
In the room’s shadow cloaked fringes, shapes formed her unresponsive guest back down to the table. Regaining
and dissipated. Some were entire figures, bodies in outline, her composure, she forced a polite smile, though the snakes
stretching out into the margins of the light. Elsewhere, hands growing from her head hissed in annoyance.
or gasping, suffocating mouths stretched against the surface
like men drowning in pitch before the walls subsumed them “You’ve yet to taste the vintage, my friend. Don’t judge it
once again. It might have been pareidolia borne of light until you’ve enjoyed the bouquet and savored its complexities
and shadow on the peristalsis of the gelatinous, undulating of flavor and terroir.” Motionless except for her shifting
chamber walls, but the speaker’s nature suggested very much serpentine crown, the harbinger popped the bottle’s cork
otherwise. with a thought. Golden liquid elevated and poured with
precision into two crystalline flutes. The harbinger lifted
Standing nearly twelve feet tall, she towered above her one beneath her muzzle, leaving the other on the table. “My
seated guest, flowing more than moving as she stepped kind are too rarely granted the status of connoisseurs. We’re
forward. Under pale, elaborate silken wrappings, a translucent assumed to be classless gluttons and nothing more. Often
membrane corseted a slurry of half-congealed blood, mucus, that’s very sadly true. I am so much more than most of my
and bile into an exaggeratedly feminine shape. A living halo kind however. You should feel privileged to be accorded my
of mottled scarlet serpents crowned a sneering jackal’s head. invitation.”
Her green eyes were clear and piercing as she placed a sealed
wine bottle upon the table with clawed hands. The archfiend swirled the glass to aerate the wine, its
fragile volatile notes dissipating as she closed her eyes and
A smile spread over the oddly fluid muzzle of the inhaled luxuriously. “So much suffering is distilled into the
archdaemon harbinger of poison, toxicity, and incurable production of this singular bottle. In its delicate top notes,
afflictions. The flash of white fang was echoed by the serpents I can smell their fears, hopes and aspirations. It has the
of her slithering mane. exquisite finish of their ultimate despair and resignation. I
can smell the names of each mortal soul that went into this
“See what we have here for our enjoyment tonight.” The vintage. So much sweet flavor held back for centuries from
archfiend motioned to the bottle, inviting her guest to our immediate consumption and gratification, but now...”
examine it. “It’s a unique vintage of champagne. I doubt The harbinger lifted her hand. Violet light filtered through
you’ll have encountered it before. Neither Dis or Utopia the glass and reflected past the silken gauze that wrapped
could produce such a thing, much less dare to bottle and her body, illuminating her form in silhouette. “Now it is
sell it.” here to service our lips, our tongue, and our soft murmurs
of appreciation.” The archfiend’s fluid muzzle quirked in
The harbinger chuckled wetly. The vipers sprouting an ironic smile. “And perhaps our inflated sense of self-
from her head echoed in hissing chorus, rising and falling importance. At least for those of us immediately below the
in cadence with her laughter. Delicately, the fiend brushed Four. But most importantly, it’s a metaphor in a bottle. Hold
a hand through her viper’s nest of hair. Serpents lovingly it up to the light and let me explain. This is more than a
entwined her fingers, licking her claws and each other in a fleeting enjoyment of the senses. This is a microcosm of
peculiar and narcissistic expression of incestuous vanity. mortality itself.”
“What is it, you might ask? You really should be asking.
Allow me to explain before we spoil the seal.”

Frowning at her guest’s lack of exuberance, the fiend


wrenched them over the bottle in a sudden telekinetic grip.
The pale light limned myriad tiny bubbles in the amber “Mortals need meaning to justify the unhappy moments of
fluid as they slowly rose and expired. The harbinger’s smile their lives. They need a reason for their pain, their loss, and
widened. In concert, the corona of serpents sprouting from their heartbreak. Their misery cannot exist without some
her head hissed their serpentine echoes of her pleasure. greater perspective that justifies it all.” Again the harbinger
tapped a claw upon the glass, producing another stream of
“Let us imagine this flute of champagne as the cosmos itself, bubbles. “The bubbles rise high and fast toward the meniscus
and the bubbles as mortal souls. These tiny newborn souls, between their world and the next. They see the light above
they nucleate and form from precursor dissolved gasses: now, so close to leaving the champagne behind. They’re tired
our physical corollary of pre-incarnate souls in the Positive and old, ready to transition from their mortal life and ascend
Energy plane. These metaphorical souls form and begin to to the next stage of existence. A bubble reaches the surface. A
rise. Some rise swiftly, others with meandering progress. mortal dies and their soul flies to the Astral plane, reaching
They may stick to the walls or aggregate in groups. Some for that dream of greater meaning and true purpose.”
split into two or more, or merge with others to form a larger
whole. So much can be read here. Life, death, reincarnation, Smiling, her lips peeled back to reveal ivory fangs against
marriage, childbirth and the birth of nations. Religions and jet black gums. The harbinger placed the champagne flute to
ideologies binding together these lonely bubbles as they rise her lips and closed her eyes. As she drank, her voice carried
to the surface.” on telepathically into her guest’s mind. The weight of it was
like filth-crusted razors sliding across trembling, virgin
The fiend gazed sternly down at her guest, noting flesh, with a mental tremor somewhere between a lover’s
their continued lack of appreciation for her liquid and playful bite and a predator’s eager, starving mastication.
metaphorical offerings. Her guest remained quietly focused
on the glass on the table, their own expression unreadable. “They don’t ascend. They don’t become. They don’t fulfill
any greater purpose or follow any greater plan. Deep below,
“So many metaphors dance within the imagery we can bubbles still form, still rise, and still ache to join those before
evoke, but let’s look at the larger picture. Souls form and them. They want to know the meaning of their effervescent
rise, going through their mortal lives. What do these bubbles lives. They never realize that their ascension only brings
think? They can see nothing outside of the flute’s narrow them to a set of lips, there to filter across a forked tongue
column of liquid. Yet they do dream, they do think. They and slip down the gullet of something greater.”
even philosophize about their world, themselves, and the
greater meaning to their existence.” Her eyes sprung open, fierce and green. They shed a sickly
light across the gaunt and brutalized face of the angel bound
The archdaemon swirled and tapped her champagne flute. to the floor. The harbinger smiled and pushed the wine
Bubbles rose and burst swiftly from the agitation. closer to the starving celestial’s lips.

“Drink up. Sate your appetite. Soon you’ll sate mine.”

4
5

SPECIAL ABILITIES
Daemon, Astradaemon Devour Soul (Su) As a swift action, a mythic astradaemon with
Vaguely humanoid in shape, this gaunt fiend has the face of a hideous fish a grappled opponent can attempt to draw out and consume
and a body of lanky limbs and writhing tendrils.
the soul of its victim, killing it instantly. This ability only works
MYTHIC ASTRADAEMON CR 20/MR 8 on living creatures, which may resist with a DC 27 Fortitude
XP 307,200 saving throw. This is a death effect. The save is Constitution-
Pathfinder Roleplaying Game Bestiary 2 based. For every 5 HD of the slain creature, the daemon gains
NE Large outsider (daemon, evil, extraplanar, mythic) a +2 profane bonus on attacks, saving throws, and checks
Init +9; Senses darkvision 60 ft., deathwatch, true seeing; for 24 hours. This ability does not consume all of the soul,
Perception +22 and pieces of it still exist after the daemon completes its feast
Aura soul siphonMA (60 ft.) (enough to be able to resurrect the slain victim normally).
DEFENSE Draining Tendrils (Ex) If a mythic astradaemon successfully
AC 39, touch 19, flat-footed 29 (+9 Dex, +1 dodge, +20 natural, grapples a Medium or smaller creature, it can transfer that
–1 size) creature into the mass of writhing tendrils sprouting from its
hp 326 (17d10+233); fast healingMA 15 back as a free action. Only a single creature can be grappled in
Fort +14, Ref +19, Will +14 this way. The mythic astradaemon does not gain the grappled
Defensive Abilities displacement; DR 10/epic, good, and silver; condition from grappling a creature with its tendrils, and it
Immune acid, death effects, disease, poison; Resist cold 10, can maintain a grapple with its tendrils as a free action once
electricity 10, fire 10; SR 35 per round. A creature grappled by these tendrils is subject to
OFFENSE the mythic astradaemon’s constrict and energy drain attacks
each round.
Speed 90 ft., fly 90 ft. (good)
Mythic Spell-Like Abilities (Su) Three times per day a mythic
Melee bite +25 (2d6+9 plus energy drain and grab), 2 claws +25
astradaemon may cast the mythic spell version of any of its
(1d8+9 plus energy drain and grabMA), tail slap +20 (1d12+4
corresponding spell-like abilities. A mythic astradaemon
plus energy drain and grabMA)
must expend the same amount of mythic power that would
Space 10 ft.; Reach 10 ft. (15 ft. with tail)
normally be required to cast a mythic spell, treating its mythic
Special Attacks constrictMA (1d12+4; tail and tendrils only),
rank as its mythic tier for the purpose of qualifying to use
devour soulMA, draining tendrilsMA, energy drainMA (2 levels,
augmented versions of mythic spells.
DC 27), mythic power (8/day, surge +1d10), mythic spell-like
Soul Siphon (Su) If a Small or larger living creature dies within 60
abilitiesMA, strip death wardsMA
feet of a mythic astradaemon, the daemon gains 4d8 temporary
Spell-Like Abilities (CL 17th; concentration +24)
hit points and a +4 bonus to Strength for 10 minutes. These
Constant—deathwatch, displacement, true seeing
bonuses stack with themselves, and with any temporary hit
At will—enervation, fear (DC 21), greater teleport (self plus 50
points gained from energy drain attacks. Incorporeal undead
lbs. of objects only), vampiric touch
and living spirits traveling outside the body (such as a person
3/day—locate creature, plane shift (DC 24), quickened enervation
using astral projection or magic jar) take 4d8 points of damage
1/day—energy drain (DC 24), finger of death (DC 24), sum-
each round within the daemon’s aura.
mon (level 6, 1d3 derghodaemons 50%)
In addition, if a mythic astradaemon expends one use of
STATISTICS mythic power as a standard action, all Small or larger living
Str 21, Dex 29, Con 28, Int 14, Wis 15, Cha 24 creatures within its soul siphon aura gain 1 negative level.
Base Atk +17; CMB +23 (+27 grappling); CMD 41 Strip Death Wards (Su) Each time a mythic astradaemon
Feats Combat Reflexes, Dodge, Flyby AttackMF*, Iron Will, damages a creature with a melee attack, it may make a caster
Mobility, Power AttackMF, Quicken Spell-Like Ability level check to dispel a single spell that is protecting the
(enervation), Spring AttackMF, Weapon FinesseMF creature from death effects or energy drain, such as death
Skills Acrobatics +24 (+48 jump), Escape Artist +27, Fly +9, ward and similar protections. If the caster level check is
Intimidate +27, Knowledge (planes) +22, Perception +22, successful, the creature is subject to any energy drain from
Sense Motive +22, Stealth +23, Survival +22 the associated attack.
Languages Abyssal, Infernal; telepathy 100 ft.
ECOLOGY
* The Mythic Flyby Attack feat is described in Mythic Hero’s
Environment any (Abaddon or Astral Plane) Handbook 166 and Mythic Monster Manual 288.
Organization solitary, pair, or pack (1 mythic astradaemon and
2–5 astradaemons)
Treasure standard
SPECIAL ABILITIES
Daemon, Cacodaemon Disease (Su) Cacodaemonia: Bite—injury; save Fort DC 12;
An ever-gnashing maw, filled with row after row of mismatched teeth, onset 1 day; frequency 1/day; effect 1d2 Wis damage; cure
dominates this frightful creature’s orb-like body.
2 consecutive saves. In addition to the normal effects of
MYTHIC CACODAEMON CR 3/MR 1 the disease, as long as a victim is infected, the cacodaemon
XP 800 can telepathically communicate with the creature over any
Pathfinder Roleplaying Game Bestiary 2 distance (as long as they remain on the same plane).
NE Tiny outsider (daemon, evil, extraplanar, mythic) Share Power (Su) A mythic cacodaemon can touch another
Init +4; Senses darkvision 60 ft., detect good, detect magic; daemon (or its master, if it is a familiar) as a full-round action
Perception +7 to transfer one use of its mythic power to that creature. If the
DEFENSE creature was not already mythic, it gains the surge ability and
AC 17, touch 12, flat-footed 17 (+5 natural, +2 size) counts as a mythic creature for the purpose of path abilities,
hp 29 (3d10+13); fast healing 2 spells, and other effects that function differently for mythic
Fort +2, Ref +5, Will +4 creatures, for the duration that it retains the use of mythic
DR 5/good or silver; Immune acid, death effects, disease, power. The use of mythic power lasts for 1 hour or until
poison; Resist cold 10, electricity 10, fire 10 expended, whichever occurs first.
OFFENSE At any one time, a non-mythic creature cannot have more
than 3 uses of mythic power, and a mythic creature cannot
Speed 5 ft., fly 50 ft. (perfect)
have more than 3 plus twice its mythic rank or tier uses of
Melee bite +6 (1d4+1 plus disease)
mythic power.
Space 2-1/2 ft.; Reach 0 ft.
Soul Lock (Su) Three times per day as a full-round action,
Special Attacks mythic power (3/day, surge +1d6), soul lockMA
a mythic cacodaemon can ingest the spirit of any sentient
Spell-Like Abilities (CL 6th; concentration +7)
creature that has died within the last minute. This causes a
Constant—detect good, detect magic
soul gem to grow inside of the cacodaemon’s gut, which it
At will—invisibility (self only)
can regurgitate as a standard action. A soul gem is a fine-
3/day—lesser confusion (DC 12)
sized object with 1 hit point and hardness 2. Destroying a
1/week—commune (CL 12th, six questions)
soul gem frees the soul within, though it does not return the
STATISTICS deceased creature to life. This is a death effect. Any attempt to
Str 12, Dex 11, Con 13, Int 8, Wis 13, Cha 12 resurrect a body whose soul is trapped in a soul gem created
Base Atk +3; CMB +1; CMD 12 by a mythic cacodaemon requires a DC 14 caster level check.
Feats Extra Mythic Power, Improved Initiative, Lightning Failure results in the spell having no effect, while success
Reflexes shatters the victim’s soul gem and returns the creature to life
Skills Bluff +7, Fly +18, Knowledge (planes) +5, Perception +7, as normal. If the soul gem rests in an unholy location, such as
Stealth +14 that created by the spell unhallow, the DC of this caster level
Languages Abyssal, Common, Infernal; telepathy 100 ft. check increases by +2. The caster level check DC is Charisma-
SQ change shape (2 of the following forms: lizard, octopus, Small based and receives a +2 racial bonus.
scorpion, venomous snake; polymorph), share powerMA Any evil outsider can, as a standard action, ingest a soul
ECOLOGY gem. Doing so frees the soul within, but condemns it to one
Environment any (Abaddon) of the lower planes (though the soul can be returned to life
Organization solitary or swarm (1 mythic cacodaemon and 1–8 as normal). The outsider gains fast healing 2 for a number of
cacodaemons) rounds equal to its Hit Dice.
Treasure standard A mythic cacodaemon that expends one use of its mythic
power while using its soul lock ability does not count that use
of the ability against the number of times it can use it per day,
and it may use that use of soul lock to ingest the spirit of a
sentient creature that has died within the last hour.

6
7

SPECIAL ABILITIES
Daemon, Ceustodaemon Incontestable (Su): A mythic greater ceustodaemon is immune
This beast resembles a gigantic humanoid bear with the talons of an eagle to any effect that results from a challenge, judgment, smite,
and curling ram horns sprouting from its head.
or sneak attack ability of another creature. Creatures that
MYTHIC GREATER CEUSTODAEMON CR 9/MR 3 declare such an ability gain no bonuses on attack and damage
XP 6,400 rolls, do not gain fast healing or other benefits, and impose no
Pathfinder Roleplaying Game Bestiary 2 conditions or penalties on the ceustodaemon.
NE Large outsider (daemon, evil, extraplanar, mythic) Drawn to Service (Su): When brought to another plane with a
Init +5; Senses darkvision 60 ft., detect good, detect magic, see planar binding or planar ally spell (or any similar calling effect),
invisibility, x-ray visionMA; Perception +21 ceustodaemons take a –5 penalty on the initial Will save and
DEFENSE on their Charisma check to refuse service. Ceustodaemons also
AC 23, touch 10, flat-footed 22 (+1 Dex, +13 natural, -1 size) take a –5 penalty on saves against binding, planar binding, and
hp 115 (10d10+60) other spells designed to bind a creature to a particular plane as
Fort +10, Ref +4, Will +9 long as the daemon is commanded to serve as a guardian for a
Defensive Abilities block attacksMA, incontestableMA; DR 10/epic single area or small complex.
and good or silver; Immune acid, death effects, disease, mind- Static Sparks (Su): After a mythic greater ceustodaemon uses
affecting effects, paralysis, poison, polymorph effects, sleep its breath weapon, the area within 20 feet of it is charged with
effects, sneak attacks; Resist cold 10, electricity 10, fire 10 supernatural electricity. Whenever a creature within this
OFFENSE area touches another with a natural or metal weapon, both
creatures take 1d8 points of electricity damage. Creatures
Speed 30 ft.
wearing metal armor take double this damage.
Melee bite +13 (2d6+4), 2 claws +13 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (30-ft. cone; 6d6 electricity
damage; Reflex DC 18 for half; usable once every 1d4 rounds),
mythic power (3/day, surge +1d6), static sparksMA
Spell-Like Abilities (CL 8th, concentration +11)
Constant—detect good, detect magic, see invisibility
At Will—dimension door
3/day—dispel magic, fly
1/day—hold monster (DC 18), slow (DC 16)
STATISTICS
Str 18, Dex 13, Con 16, Int 11, Wis 14, Cha 17
Base Atk +10; CMB +15; CMD 26
Feats AlertnessMF, Blind-Fight, Improved Initiative, Power
AttackMF, Step Up
Skills Bluff +16, Intimidate +14, Knowledge (planes) +9,
Perception +21, Sense Motive +21, Stealth +12, Survival +9
Languages Abyssal, Infernal; telepathy 100 ft.
SQ drawn to service
ECOLOGY
Environment any (Abaddon)
Organization solitary
Treasure none
SPECIAL ABILITIES
Daemon, Derghodaemon Apocalyptic Plague (Ex) Insects and similar vermin summoned
A deadly and vicious bouquet of insectile claws sprouts from this horrid, by a mythic derghodaemon are considered mythic creatures
three-legged, multi-eyed beast.
and share the daemon’s immunities, resistances, and spell
MYTHIC DERGHODAEMON CR 15/MR 6 resistance, as well as its see invisibility spell-like ability. Attacks
XP 51,200 made by such summoned vermin are considered epic for
Pathfinder Roleplaying Game Bestiary 2 the purpose of overcoming damage reduction, and the save
NE Large outsider (daemon, evil, extraplanar, mythic) DC of their special attacks is increased by 3. If the daemon
Init +5; Senses all-around vision, darkvision 60 ft., detect magic, expends one use of mythic power when summoning vermin,
see invisibility; Perception +28 the swarm damage from their attacks bypasses the 10 points of
Aura feeblemindMA (60 ft., DC 23) damage reduction or hardness for creatures or objects.
DEFENSE Deadly Claws (Ex) A mythic derghodaemon’s claws are razor
AC 33, touch 14, flat-footed 28 (+5 Dex, +19 natural, –1 size) sharp with a critical threat range of 19–20 and a critical
hp 221 (14d10+144) multiplier of ×3.
Fort +15, Ref +14, Will +9 Feeblemind Aura (Su) By grinding and clicking its mandibles
DR 10/epic and good; Immune acid, death effects, disease, and chitinous plates together (a free action), a mythic
poison; Resist cold 10, electricity 10, fire 10; SR 29 derghodaemon can affect all creatures within 60 feet as if by
OFFENSE a feeblemind spell, or as a mythic feeblemind (Mythic Spell
Compendium 96) spell if the daemon expends one use of its
Speed 40 ft.
mythic power as a swift action. Daemons are immune to this
Melee 5 claws +23 (1d6+15/17–20/×3)
effect, but all other creatures must make a DC 23 Will save to
Space 10 ft.; Reach 10 ft.
resist the effects. A creature that fails remains affected as long
Special Attacks apocalyptic plagueMA, deadly clawsMA, feral
as the mythic derghodaemon continues to maintain the aura
savageryMA (rend), mythic power (6/day, surge +1d8),
and the subject remains within 30 feet of the daemon. Once
pounceMA, rend (2 claws, 1d8+22 plus 1d4+1 Con damage and
either condition ends, the victim of this effect can attempt
2d6 bleed), ripping rendMA
a new DC 23 Will save once per minute to recover from
Spell-Like Abilities (CL 15th; concentration +19)
the effect; otherwise, it can be cured by a heal, limited wish,
Constant—detect magic, see invisibility
miracle, or wish spell. Unlike its non-mythic counterparts, a
At will—greater teleport (self plus 50 lbs. of objects only)
mythic derghodaemon can use its spell-like abilities and rend
3/day—fear (DC 18), quickened summon swarm
attack in any round in which it uses its feeblemind aura, and
1/day—creeping doom, insect plague, summon (level 4, 1
only mythic creatures that make their saves are immune to the
derghodaemon 30%)
effect for 24 hours. This is a sonic mind-affecting effect. The
STATISTICS save DC is Charisma-based and includes a +2 racial bonus.
Str 31, Dex 20, Con 22, Int 7, Wis 17, Cha 18 Ripping Rend (Ex) A mythic derghodaemon’s rend deals
Base Atk +14; CMB +24; CMD 39 (41 vs. trip) 1d4+1 points of Constitution damage and 2d6 points of bleed
Feats Cleave, Critical FocusMF, Improved Critical (claws), Iron damage. This bleed damage is not automatically stanched by
WillMF, Power AttackMF, Quicken Spell-Like Ability (summon non-mythic healing magic, ending only if the creator of the
swarm), Sickening Critical effect succeeds on a DC 21 caster level check. Bleed damage
Skills Intimidate +21, Perception +28, Sense Motive +20, Stealth can also be halted with a successful DC 21 Heal check.
+18; Racial Modifiers +4 Perception Swarmwalking (Su) A derghodaemon is immune to damage or
Languages Abyssal, Draconic, Infernal; telepathy 100 ft. distraction effects caused by swarms.
SQ powerful blowsMA (claw), swarmwalking
ECOLOGY
Environment any (Abaddon)
Organization solitary or infestation (1 mythic derghodaemon
and 1–4 derghodaemons)
Treasure standard

8
9

information on holding one’s breath and drowning). The orb


Daemon, Hydrodaemon follows the creature as it moves, but as a full-round action, the
The skin on this frog-like fiend is clammy and its eyes look dead and milky; creature can attempt to get away from the orb with a successful
its wide face is split by a fanged maw.
DC 17 Reflex save. Success on this saving throw ends the
MYTHIC HYDRODAEMON CR 10/MR 4 effect. The save DC is Charisma-based.
XP 9,600 Glide (Ex) A mythic hydrodaemon can launch itself into the air
Pathfinder Roleplaying Game Bestiary 2 and glide along for 1 minute, gaining a fly speed of 40 feet with
NE Large outsider (aquatic, daemon, evil, extraplanar, mythic) average maneuverability. While gliding, the hydrodaemon
Init +2; Senses darkvision 60 ft., detect magic; Perception +15 gains the pounce ability.
DEFENSE Sleep Spittle (Su) A mythic hydrodaemon can spit at a single
AC 24, touch 11, flat-footed 22 (+2 Dex, +13 natural, –1 size) target within 40 feet, making a ranged touch attack as a
hp 155 (10d10+100) standard action. A target hit by this spittle must succeed on
Fort +13, Ref +9, Will +3; second saveMA a DC 21 Will save or fall asleep for 1 minute. Any effect that
DR 10/epic and cold iron or silver; Immune acid, death effects, would automatically awaken a sleeping creature instead allows
disease, poison, waters of the River Styx; Resist cold 10, it to attempt a new Will saving throw to awaken. Non-mythic
electricity 10, fire 10; SR 23 creatures that are normally immune to sleep effects are not
immune to this ability. The save DC is Constitution-based.
OFFENSE
Speed to the Depths (Su) As a full-round action, a mythic
Speed 30 ft., fly 40 ft. (average; see glide, below), swim 60 ft.
hydrodaemon can steal the breath from the lungs of nearby
Melee bite +13 (1d8+4 plus grab), 2 claws +13 (1d6+4)
drowning creatures. For each creature within 60 feet that is
Ranged sleep spittleMA +11 (sleep)
currently holding its breath to avoid drowing, the number of
Space 10 ft.; Reach 10 ft.
rounds the creature can continue holding its breath is reduced
Special Attacks decree of drowningMA, mythic power (4/day,
by 1d4. If this reduces the remaining time that the creature can
surge +1d8), rake (2 claws +13, 1d6+4), transmute water to
hold its breath to 0 rounds or fewer, the DC of its suffocation
StyxMA, speed to the depthsMA
checks increase by 1 instead.
Spell-Like Abilities (CL 9th; concentration +11)
Transmute Water to Styx (Su) As a standard action, a mythic
Constant–detect magic, water walk
hydrodaemon can expend one use of mythic power to create a
At will–acid arrow, deeper darkness
mystic connection between a single body of water within 60 feet
3/day–control water, greater teleport (self plus 50 lbs. of objects
and the legendary River Styx, causing even the freshest, purest
only), summon monster V (Large water elemental only)
water to be transformed into the viscous, memory-draining sludge
1/day–desecrate, summon (level 3, 1 hydrodaemon 50%)
of that abysmal waterway. A mythic hydrodaemon can affect up
STATISTICS to one 5-ft.-cube of water per Hit Dice (ten 5-ft.-cubes for most
Str 18, Dex 15, Con 22, Int 9, Wis 11, Cha 14 mythic hydrodaemons). Any creature splashed with water affected
Base Atk +10; CMB +15 (+19 grapple); CMD 27 by this ability must succeed on a DC 15 Will save or lose a portion
Feats CleaveMF, Point-Blank Shot, Power AttackMF, Precise Shot, of its memory. Roll 1d3 to determine whether the creature forgets
Skill Focus (Perception) a class feature, feat, or skill. If a class feature is lost, the creature
Skills Fly +0, Intimidate +14, Knowledge (planes) +10, chooses which class feature to lose. Characters from spellcasting
Perception +15, Sense Motive +12, Stealth +10, Swim +21 classes that prepare spells can choose to forget some of their
Languages Abyssal, Infernal; telepathy 100 ft. spellcasting ability instead of another class feature, which causes
SQ amphibious, glide, transmute water to styxMA them to lose 1 spell slot of each spell level they can cast. Characters
ECOLOGY from spellcasting classes that cast spells spontaneously can choose
Environment any (Abaddon) to forget some of their spells known instead of another class feature,
Organization solitary, gang (1 mythic hydrodaemon plus which causes them to lose 1 spell known of each spell level they can
2–5 non-mythic hydrodaemons), or mob (1–2 mythic cast. If a feat is lost, the creature chooses which feat to lose. If the
hydrodaemons plus 4–12 non-mythic hydrodaemons) creature chooses a feat that serves as a prerequisite of another feat,
Treasure standard he loses access to both feats. If skills are lost, the creature chooses 10
SPECIAL ABILITIES skill ranks from among all of his skills, and loses them. Whatever
Decree of Drowning (Su) As a standard action, a mythic is forgotten, the effects are temporary, and last for only 1d4 days.
hydrodaemon can expend one use of mythic power to create A heal or restoration spell restores the lost class feature, feat, or
an orb of fetid water around the head of a single creature skills immediately. Full immersion in the water functions the same
within 60 feet. The creature suffers a –4 penalty on Perception way, but the saving throw DC is increased to 20, a total of two
checks, and, unless it can breathe water, becomes unable to class features, feats, or skills are lost with each failed save, and the
breathe, and must begin holding its breath or drown (see creature must make a new saving throw each round, or lose further
the Pathfinder Roleplaying Game Core Rulebook for more class features, feats, or skills. The water remains transmuted for 24
hours, after which it becomes filthy but mundane water.
SPECIAL ABILITIES
Daemon, Leukodaemon Airborne (Su) A creature that contracts any disease from
This human-shaped beast has a horse’s skull for a head. It walks on cracked the mythic leukodaemon’s arrows or contagion spell-like
hooves and bears the rotting wings of a carrion bird.
ability becomes contagious. Any disease acquired from the
MYTHIC LEUKODAEMON CR 11/MR 4 leukodaemon gains the inhaled type. Creatures within 30 feet
XP 12,800 of a victim affected by the leukodaemon’s contagion ability
Pathfinder Roleplaying Game Bestiary 2 must succeed at a DC 16 Fortitude save or contract the same
NE Large outsider (daemon, evil, extraplanar, mythic) illness. A creature cannot contract more than one disease in
Init +16/-4, dual initiativeMA; Senses darkvision 60 ft., this manner. A creature who successfully saves against this
deathwatch, detect good; Perception +22 ability is immune to that leukodaemon’s airborne ability for 24
Aura infectious aura (60 ft.) hours.
DEFENSE Breath of Flies (Su) Once per minute as a standard action, a
AC 28, touch 17, flat-footed 20 (+8 Dex, +11 natural, -1 size) leukodaemon can unleash a cloud of corpse-bloated, biting
hp 165 (10d10+110) black flies in a 20-foot cone. Those caught in the cone take
Fort +10, Ref +15, Will +12 8d6 points of slashing damage (DC 22 Reflex half). Those who
Defensive Abilities mirror dodgeMA; DR 10/epic and good or take any damage are also sickened for 1 minute. In addition,
silver; Immune acid, death effects, disease, poison; Resist cold the flies linger for 1d4+1 rounds, congealing into a buzzing
10, electricity 10, fire 10; SR 24 20-foot-square cloud centered on the cone’s original point
OFFENSE of origin. Any creature that ends its turn in this cloud must
succeed on a DC 22 Reflex save to avoid taking 4d6 points of
Speed 30 ft., fly 60 ft. (average)
damage and becoming sickened for 1 minute. This cloud of
Melee bite +16 (1d8+7), 2 claws +16 (1d6+7)
flies may be dispersed by any area effect that does damage or
Ranged +1 composite longbow +20/+15/+10 (1d8+8, x3 plus
creates wind of at least strong wind force. All daemons are
greater contagion)
immune to this effect. The save DCs are Constitution-based.
Space 10 ft.; Reach 10 ft.
Greater Contagion (Su) Any arrow a leukodaemon fires from
Special Attacks airborne, breath of flies, mythic power (4/day,
a bow is tainted with disease. If a creature is damaged by a
surge +1d8), unstoppable shotMA
leukodaemon’s arrow, it must make a DC 20 Fortitude save or
Spell-Like Abilities (CL 10th, concentration +13)
be affected as if by the spell greater contagion. A leukodaemon
Constant—deathwatch, detect good
can manifest arrows at will and never runs out of ammunition.
At Will—contagion (DC 17), dispel magic, greater teleport (self
The save DC is Constitution-based.
plus 50 lbs. of object only)
Infectious Skull (Su) All creatures within 60 feet of a
1/day—harm (DC 19), summon (level 3, 1 leukodaemon only,
mythic leukodaemon take a –4 penalty on Fortitude saves
35%)
against disease effects. As a standard action, the leukodaemon
STATISTICS can detach its skull and leave it in place, causing creatures
Str 25, Dex 26, Con 25, Int 16, Wis 21, Cha 16 within 60 feet of either the mythic leukodaemon or its skull
Base Atk +10; CMB +18; CMD 36 to take this penalty. If a creature other than the leukodaemon
Feats Alertness, Hover, Improved InitiativeMF, Point-Blank Shot, picks up the detached skull, the skull loses this property until
Weapon FocusMF (longbow) the leukodaemon recovers and reattaches it for at least one
Skills Fly +19, Heal +18, Intimidate +16, Knowledge round. However, the creature carrying the skull becomes
(planes)+16, Perception +22, Sense Motive +22, Stealth +16, infectious for as long as it carries the skull, affecting any
Survival +15, Use Magic Device +16 creature it touches as contagion (DC 14 Fortitude negates),
Languages Abyssal, Draconic, Infernal; telepathy 100 ft. including when using unarmed strikes, natural weapons,
SQ infectious skull melee touch attacks, or normally harmless effects delivered by
ECOLOGY touch. A creature that saves against the bearer’s contagion is
Environment any (Abaddon) immune to it for 24 hours.
Organization solitary or wake (1-3 mythic leukodaemon and A mythic leukodaemon can use locate object at will as a
2–8 leukodaemons) spell-like ability to find its skull, and it can expend one use
Treasure standard (+1 composite longbow, other treasure) of its mythic power as a full-round action to regrow its skull,
causing its detached skull to crumble to dust.
Mirror Dodge (Su) This functions as the 3rd-tier archmage path
ability, as described in Chapter 1 of Pathfinder Roleplaying
Game Mythic Adventures.
Unstoppable Shot (Ex) This functions as the 3rd-tier champion
path ability, as described in Chapter 1 of Pathfinder
Roleplaying Game Mythic Adventures.

10
11

SPECIAL ABILITIES
Daemon, Meladaemon Consumptive Aura (Su) A mythic meladaemon radiates an
This foul creature looks like an emaciated humanoid with the head of a jackal. aur of hunger to a radius of 20 feet. Every round a creature
MYTHIC MELADAEMON CR 14/MR 6 begins its turn within this aura, it must succeed on a DC 24
XP 38,400 Fortitude save or take 3d6 points of nonlethal damage and
Pathfinder Roleplaying Game Bestiary 2 become fatigued from extreme hunger (a creature that is
NE Large outsider (daemon, evil, extraplanar, mythic) already fatigued becomes exhausted, instead). This nonlethal
Init +6/–14, dual initiativeMA; Senses darkvision 60 ft., detect damage cannot be healed until the creature has consumed a
good, detect magic; Perception +20 full meal, or received the benefits of a lesser restoration spell.
Aura consumptive auraMA (20 ft.) Mythic creatures that do not need to eat are immune to this
DEFENSE effect, but non-mythic creatures that do not eat are not, as the
AC 31, touch 15, flat-footed 25 (+6 Dex, +16 natural, –1 size) mythic meladaemon still saps their energy. The save DC is
hp 207 (14d10+130) Constitution based and includes a +2 racial bonus.
Fort +11, Ref +15, Will +14 Conjure Locusts (Su) As a standard action, a mythic
DR 10/epic and good; Immune acid, critical hits, death effects, meladaemon can conjure dozens of locusts inside the mouth,
disease, poison, sneak attack; Resist cold 10, electricity 10, fire stomach, and throat of a single living creature within 100 feet.
10; SR 28 The meladaemon does not need to be able to see the target to
use this ability, but must be aware of it and know its general
OFFENSE
location. The creature must succeed on a DC 23 Fortitude save
Speed 30 ft., fly 60 ft. (average) or become nauseated for 1d3 rounds and permanently lose
Melee bite +21 (2d8+6/19-20/x3 plus disease and hungerMA), 2 the benefits of any consumable magic items they are currently
claws +19 (2d6+6 plus hungerMA) benefitting from (such as potions or a heroes’ feast spell), as
Space 10 ft.; Reach 10 ft. the locusts devour the contents of the creature’s stomach and
Special Attacks conjure locustsMA, grave starvationMA, irresistible expel themselves from its mouth and nose. The save DC is
cravingMA, mythic power (6/day, surge +1d8) Charisma-based.
Spell-Like Abilities (CL 11th; concentration +17) Disease (Ex) Daemonic wasting: Bite—injury; save Fort DC
Constant–detect good, detect magic, see invisibility 22; onset 1 day; frequency 1/day; effect 1d4 Con and 1d4
At will–cause fear (DC 17), deeper darkness, greater teleport Cha damage; cure 2 consecutive saves. The save DC is
(self plus 50 lbs. of objects only) Constitution-based.
3/day–blight (DC 21), diminish plants, quickened magic missile Grave Starvation (Su) Humanoid creatures slain by a mythic
1/day–horrid wilting (DC 24), waves of fatigue meladaemon must succeed on a DC 23 Will save or rise
STATISTICS as mythic ghasts (see Mythic Undead) with the advanced
Str 22, Dex 22, Con 21, Int 21, Wis 17, Cha 22 template on their next turn. These advanced mythic ghasts
Base Atk +14; CMB +21; CMD 37 obey the mythic meladaemon’s commands, and are completely
Feats Blind-Fight, Combat ReflexesMF, Great Fortitude, Improved under its control. The mythic meladaemon can control a
Critical (bite)MF, Iron Will, Quicken Spell-Like Ability (magic total number of Hit Dice of advanced mythic ghasts in this
missile), Weapon Focus (bite)MF way equal to twice its Hit Dice (28 Hit Dice for most mythic
Skills Bluff +23, Fly +17, Heal +11, Intimidate +23, Knowledge meladaemons).
(planes) +22, Knowledge (religion) +22, Perception +20, Sense Hunger (Su) A mythic meladaemon’s claw attack deals an
Motive +20, Spellcraft +22, Stealth +19, Survival +20, Use additional 2d6 points of nonlethal damage as it causes sudden
Magic Device +16 pangs of horrific hunger in its foe. This nonlethal damage
Languages Abyssal, Draconic, Infernal; telepathy 100 ft. cannot be healed until the creature has consumed a full meal
ECOLOGY , or received the benefits of a lesser restoration spell. Creatures
Environment any (Abaddon) that do not need to eat are immune to this effect.
Organization solitary or cohort (1 mythic meladaemon plus 1–5
piscodaemons)
Treasure standard
Irresistible Craving (Su) As a standard action, by expending Purging Aura (Su) A mythic meladaemon can expend one use
one use of mythic power, a mythic meladaemon can instill a of its mythic power to intensify the power of its consumptive
powerful hunger for a particular substance in a single creature aura for 6 rounds. Creatures entering or beginning their turn
within 60 feet. The substance can be anything the meladaemon within this aura become nauseated and cannot speak or use a
desires, including filth, rocks, or even the flesh of members of breath weapon until the beginning of their next turn (DC 22
the creature’s own race,. Whenever the target is within 60 feet Fortitude negates), as their digestive system expels its contents.
of the chosen substance, she must succeed on a DC 23 Will If a creature failing its save had swallowed one or more
save or be compelled to devour as much of it as she can, to creatures whole, those creatures are expelled into a random
the exclusion of all else. The compulsion lasts for 10 minutes space adjacent to the creature. Any non-instantaneous effect
or until all of the substance within 60 feet of her has been created by eating or drinking, such as consuming a potion or
consumed. Any hostile action made against the target while heroes’ feast, is immediately ended, and even an instantaneous
under this compulsion temporarily suppresses it, allowing effect is reversed if the consumable was eaten or drunk since
the creature to defend herself, though the compulsion returns the beginning of the creature’s last turn. Non-mythic creatures
once the danger passes. Break enchantment, wish, or miracle, must save each round they are within the purging aura, but
is required to remove it. Additionally, the mythic meladaemon a mythic creature that succeeds on its save is immune to that
adds its mythic rank to its caster level for the purpose of the activation of the purging aura. The save DC is Constitution-
DC of caster level checks made to remove this curse. This is based.
a mind-affecting effect compulsion curse effect. The saving
throw DC is Charisma-based.

12
13

SPECIAL ABILITIES
Daemon, Piscodaemon Augmented Critical (Ex) A piscodaemon’s claws threaten a
This hideous cross between a lobster, an octopus, and a human threatens critical hit on an 18–20 and inflict x3 damage on a successful
enemies with powerful claws and writhing tentacles.
critical hit.
MYTHIC PISCODAEMON CR 12/MR 5 Create Poison (Su) As a move action, a mythic piscodaemon
XP 19,200 can expend one use of its mythic power to alter the poison
Pathfinder Roleplaying Game Bestiary 2 created by its tentacles. The mythic piscodaemon can choose
NE Medium outsider (aquatic, daemon, evil, extraplanar, any contact or injury poison, and for 1 minute its noxious
mythic) belch, poisonous blood, and tentacles deliver that poison,
Init +8; Senses darkvision 60 ft., detect good, detect magic, see instead of their normal poison (the DC for the poison remains
invisibility; Perception +16 the same as the mythic piscodaemon’s poison’s normal DC).
DEFENSE Additionally, during this time, the mythic piscodaemon can
AC 29, touch 14, flat-footed 25 (+4 Dex, +15 natural) spend 3 consecutive full-round actions milking its tentacles
hp 209 (11d10+149) to produce a single dose of the chosen poison which it can
Fort +16, Ref +7, Will +9 store in a vial or similar container, or deposit directly onto an
Defensive Abilities poisonous bloodMA; DR 10/epic and good; object.
Immune acid, death effects, disease, poison; Resist cold 10, Noxious Belch (Ex) As a full-round action, a mythic
electricity 10, fire 10; SR 26 piscodaemon can release an airborne version of its poison as a
OFFENSE noxious cloud of transparent green vapors. This takes the form
of a 20-foot-radius cloud, one edge of which is adjacent to
Speed 30 ft., swim 50 ft.
the mythic piscodaemon’s space. Any creature that enters this
Melee 2 claws +18 (2d6+7/18–20/x3 plus grab and 1d6 bleed),
area, or begins its turn within it, must make a Fortitude save
tentacles +16 (1d10+3 plus poisonMA)
to resist the poison’s effects, as though they had been struck
Special Attacks constrict (2d6+10), mythic power (5/day, surge
by its tentacles. Creatures within the cloud can hold their
+1d8), noxious belchMA, sickening poisonMA
breath to avoid the poison, but only if they begin doing so
Spell-Like Abilities (CL 11th; concentration +14)
before entering the cloud. The cloud persists for 1d4 rounds.
Constant–detect good, detect magic, see invisibility
Moderate wind (11+ mph) disperses the cloud in 1 round. The
At wil–dispel magic, greater teleport (self plus 50 lbs. of objects only)
mythic piscodaemon can also create this cloud underwater, in
3/day–fly, stinking cloud (DC 16)
which case it is dispersed by currents of 11+ mph. The mythic
1/day– summon (level 4, 1d3 hydrodaemons 35%)
piscodaemon must wait 1 minute between uses of this ability,
STATISTICS although it can expend a single use of its mythic power to
Str 25, Dex 18, Con 28, Int 14, Wis 15, Cha 17 bypass this restriction when using the ability.
Base Atk +11; CMB +18 (+22 grapple); CMD 32 Poison (Ex) Tentacles—injury; save Fortitude DC 24; frequency
Feats Critical FocusMF, Improved Initiative, Multiattack, Power 1/round for 6 rounds; effect 1d2 Str and 1d2 Con damage plus
AttackMF, Sickening Critical, Vital StrikeMF staggered for 1 round; cure 2 consecutive saves.
Skills Escape Artist +18, Intimidate +17, Knowledge (planes) Sickening Poison (Su) As a standard action, by expending one
+16, Perception +16, Sense Motive +16, Stealth +18, Survival use of its mythic power, a mythic piscodaemon can increase
+16, Swim +29 the toxicity of poisons in the bodies of nearby creatures.
Languages Abyssal, Draconic, Infernal; telepathy 100 ft. Additionally, all creatures within 60 feet of the mythic
SQ amphibious, augmented critical, create poisonMA, toxic piscodaemon that are currently afflicted by one or more
delightMA poisons gain the sickened condition, and all creatures that are
ECOLOGY currently immune to poison lose that immunity These effects
Environment any (Abaddon) last for 1 minute.
Organization solitary, pair, or knot (1 mythic piscodaemon plus Toxic Delight (Su) As an embodiment of death by poison, a
3–5 non-mythic piscodaemons) mythic piscodaemon is strengthened when living creatures
Treasure standard succumb to poison. Whenever a creature within 60 feet of a
mythic piscodaemon fails a saving throw to resist the effects
of one or more poisons, the mythic piscodaemon heals 5
hit points. Whenever a creature within 60 feet of a mythic
piscodaemon dies due to ability damage inflicted by one or
more poisons, the mythic piscodaemon regains a single use
of mythic power. Hit points or uses of mythic power gained
in this way that exceed the mythic piscodaemon’s maximum
are wasted.
under its command. All of the mythic purrodaemon’s allies
Daemon, Purrodaemon within 60 feet (including itself) gain a +2 morale bonus on attack
Dozens of weapons pierce this massive monster’s body. Red eyes glow with and damage rolls made against creatures that have already been
wickedness in its vulture-like head.
attacked by any of the mythic purrodaemon’s allies this round.
MYTHIC PURRODAEMON CR 22/MR 9 Additionally, as a swift action, the mythic purrodaemon can
XP 614,400 expend one use of its mythic power to rally all of its allies within
Pathfinder Roleplaying Game Bestiary 2 60 feet, granting them a +4 competence bonus on attack rolls,
NE Large outsider (daemon, evil, extraplanar, mythic) damage rolls, combat maneuver checks, and saving throws,
Init +19/–1MF, dual initiativeMA; Senses darkvision 60 ft., true as well as a +4 competence bonus to AC and CMD, until the
seeing; Perception +26 beginning of the mythic purrodaemon’s next turn.
Aura fear (15 ft., DC 24), unholy aura Grasping Flesh (Su) A mythic purrodaemon’s flesh clings to any
DEFENSE weapons that manage to pierce its war-toughened hide. Whenever
AC 44, touch 19, flat-footed 38 (+4 deflection, +6 Dex, +25 a creature successfully damages the mythic purrodaemon with a
natural, –1 size) piercing or slashing weapon, the mythic purrodaemon may make
hp 403 (19d10+299); fast healingMA 20 (while in combat) a disarm attempt as a free action that does not provoke attacks
Fort +26, Ref +21, Will +14; second saveMA of opportunity. If successful, the weapon remains lodged in the
Defensive Abilities grasping fleshMA, fortificationMA; DR 10/ mythic purrodaemon’s flesh, and is treated as though it had been
epic and good and silver; Immune acid, death effects, disease, sheathed there using its weapon steep ability. The weapon can be
poison; Resist cold 10, electricity 10, fire 10; SR 38 reclaimed with a successful Steal combat maneuver.
Horrors of War (Su) Whenever a mythic purrodaemon scores
OFFENSE
a critical hit against a living creature, that creature’s Wisdom
Speed 30 ft., fly 60 ft. (good)
score is permanently reduced by 1, as a result of the horrible
Melee +3 vicious wounding halberd +36/+31/+26/+21
trauma of the blow. Creatures that are slain by a mythic
(2d8+24/19-20/x3 plus 2d6), bite +27 (1d8+7)
purrodaemon have their Wisdom score permanently reduced
Space 10 ft.; Reach 10 ft.
by 2, should they ever be returned to life. This is not ability
Special Attacks cunning tacticianMA, horrors of warMA, mythic
drain, and cannot be removed by mortal means, and can only
power (9/day, surge +1d10), weapon steepMA, weapon
be removed by a wish or miracle spell cast by a mythic caster,
stormMMA
who must succeed on a caster level check (DC 11 + the mythic
Spell-Like Abilities (CL 18th; concentration +23)
purrodaemon’s caster level + the mythic purrodaemon’s
Constant–true seeing, unholy aura (DC 23)
mythic rank; 38 for most mythic purrodaemons).
At will–greater teleport (self plus 50 lbs. of objects only)
Weapon Steep (Su) A mythic purrodaemon can sheathe a
3/day–chain lightning (DC 21), cone of cold (DC 20), flame
weapon in its flesh as a swift action. This does no damage to
strike (DC 20)
the daemon. If a weapon remains sheathed in its body for
1/day– summon (level 5, 2 derghodaemons 50%)
at least 24 hours, the weapon absorbs some of its essence
STATISTICS and gains magical enhancements. By expending one use of
Str 38, Dex 23, Con 32, Int 17, Wis 18, Cha 21 mythic power as a swift action, the mythic purrodaemon
Base Atk +19; CMB +34; CMD 54 can instantly infuse its energy into a weapon, bypassing this
Feats Combat ExpertiseMF, Combat Reflexes, Greater Vital Strike, 24 hours waiting period. A mythic purrodaemon can have
Improved CriticalB (halberd), Improved InitativeMF, Improved up to a dozen weapons lodged in its body at a time, but only
Sunder, Improved Vital Strike, LungeMF, Power AttackMF, Quick one can possess magical enhancements at a time. The total
Draw, Vital StrikeMF, Weapon FocusB (halberd) enhancements cannot exceed a +6 effective enhancement—
Skills Acrobatics +28, Bluff +21, Diplomacy +17, Fly +16, most mythic purrodaemons opt to create +3 vicious wounding
Intimidate +27, Knowledge (planes) +25, Perception +26, weapons in this manner. A weapon’s enhancements vanish as
Sense Motive +26, Spellcraft +23, Stealth +24, Survival +17 soon as the mythic purrodaemon dies or releases the weapon.
Languages Abyssal, Draconic, Infernal; telepathy 100 ft. A mythic purrodaemon gains Weapon Focus and Improved
ECOLOGY Critical as bonus feats as long as it wields a weapon benefitting
Environment any (Abaddon) from its weapon steep ability.
Organization solitary, patrol (1 mythic purrodaemon and 2–4 Weapon Storm (Su) As a full-round action, by expending 3 uses
purrodaemons), or unit (1 mythic purrodaemon and 5–10 of mythic power, a mythic purrodaemon can animate all of the
purrodaemons ) weapons currently sheathed within its body, causing them to
Treasure standard unsheathe themselves and attack its foes. Each weapon currently
SPECIAL ABILITIES sheathed in this way has its enhancement bonus increased by
Cunning Tactician (Su) As a commander and general of daemonic +1, and gains the dancing weapon special ability. Each of these
armies, a mythic purrodaemon is an expert at marshalling forces weapons then dislodges from its flesh and is loosed to attack the
mythic purrodaemon’s enemies for 4 rounds.

14
15
SPECIAL ABILITIES
Daemon, Thanadaemon Aging Touch (Su) Whenever a mythic thanadaemon hits a
Rattling with each stride, this looming, horned, skeletal figure clutches a creature with a melee attack using either a natural attack or
wicked staff. A seething glow burns in its eye sockets.
a manufactured weapon, that creature permanently ages one
MYTHIC THANADAEMON CR 16/MR 7 year (no save). A creature whose race doesn’t reach middle age
XP 76,800 until after they are 100 years old or older ages 5 years instead.
Pathfinder Roleplaying Game Bestiary 2 Whenever a mythic thanadaemon confirms a critical hit, it
NE Medium outsider (daemon, evil, extraplanar, mythic) can expend one use of mythic power to permanently age the
Init +14; Senses darkvision 60 ft., true seeing; Perception +25 recipient of that critical hit by 15 years (or 40 years if it is a
DEFENSE long-lived creature as above). Mythic creatures are entitled to
AC 34, touch 15, flat-footed 30 (+3 Dex, +2 dodge, +20 natural) a DC 22 Fortitude save to reduce the number of years they age
hp 257 (15d10+175) by half. This is a death effect. The save DC is Charisma-based.
Fort +12, Ref +12, Will +14 Curse of Inevitable Death (Su) As a standard action, a mythic
Defensive Abilities block attacksMA, implacableMA; DR 10/epic thanadaemon can expend two uses of its mythic power in
and good; Immune acid, death effects, disease, poison; Resist order to impose a curse of inevitable death on a single living
cold 10, electricity 10, fire 10; SR 31 creature within 120 feet. A mythic creature is entitled to a
OFFENSE DC 22 Will save to negate the effect but nonmythic creatures
Speed 30 ft.; air walk receive no saving throw. An affected creature loses any
Melee +3 quarterstaff +24/+19/+14 (1d6+12 plus aging touchMA resistance or immunity to death effects that it might possess,
and energy drain) or 2 claws +21 (1d4+6 plus aging touchMA and cannot regain lost hit points by any means, including
and energy drain) magical healing, for as long as the curse persists. Finally,
Special Attacks curse of inevitable deathMA, draining weapon, the creature loses all protection from the effects of aging,
energy drain (1 level, DC 22), fear gaze, mythic power drainMA, including immortality granted by class features, spells, magic
mythic power (7/day, surge +1d10), soul crushMA, soul trapMA items, and other sources (though naturally ageless creatures,
Spell-Like Abilities (CL 15th; concentration +19) such as constructs, undead, and most outsiders, remain
Constant—air walk, true seeing ageless). The curse of inevitable death can be removed by
At will—greater teleport (self plus skiff and passengers only), slaying the mythic thanadaemon, or by mythic wish or mythic
plane shift (self plus skiff and passengers only, Astral, Ethere- miracle. The caster must succeed on a DC 35 caster level check,
al, and evil-aligned planes only) or the mythic wish or mythic miracle spell has no effect.
3/day—animate dead, desecrate, enervation Draining Weapon (Su) A mythic thanadaemon’s energy drain
1/day—summon (level 4, 1d4 hydrodaemons 80% or 1 thana- attack functions through any melee weapon it wields.
daemon 35%) Embed Soul Gem (Su) A mythic thanadaemon can insert a soul
STATISTICS gem into each of its eye sockets. As long as it has a soul gem
inserted into one of its eye sockets, it may choose a single feat
Str 23, Dex 16, Con 25, Int 17, Wis 17, Cha 20
possessed by the creature whose soul is stored in the gem, and
Base Atk +15; CMB +21; CMD 35
it gains the benefits of that feat. It may instead choose a single
Feats Alertness, Blind-Fight, DodgeMF, Improved InitiativeMF,
spell that the creature whose soul is stored within the gem was
Iron Will, LungeMF, Mobility, Power AttackMF
able to cast, and it gains the ability to cast that spell as a spell-
Skills Acrobatics +21, Bluff +23, Diplomacy +23, Intimidate
like ability once per day (it must have the soul gem inserted
+23, Knowledge (planes) +21, Knowledge (religion) +21,
into its eye socket for 24 hours before it can use this ability).
Perception +25, Sense Motive +25, Stealth +14, Survival +10
For every 5 Hit Dice possessed by the creature whose soul is
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
imprisoned in the gem, the mythic thanadaemon can choose
SQ embed soul gemMA
an additional feat or spell to gain with this ability. Finally, for
ECOLOGY each soul gem it currently has inserted in its eye sockets, the
Environment any (Abaddon) DC of its fear gaze increases by +1.
Organization solitary, pair, or council (1 mythic thanadaemon
plus 2–12 non-mythic thanadaemons)
Treasure standard (+3 quarterstaff, other treasure)

16
17

Fear Gaze (Su) Cower in fear for 1d6 rounds, 30 feet, Will DC Soul Trap (Sp) As a standard action, a mythic thanadaemon
22 negates. This is a mind-affecting fear effect. The save DC is can extract the soul of a living or recently deceased creature
Charisma-based. within 60 feet. If the target is a living creature, the mythic
Implacable (Ex) As an embodiment of inevitable death from thanadaemon must expend one use of mythic power and the
old age, these creatures are nearly as hard to destroy as death target is entitled to a DC 22 Will save to resist the effect. If
itself. All damage that a mythic thanadaemon would suffer is the target is the corpse of a recently deceased creature, the
halved (rounded down) after applying its damage reduction. mythic thanadaemon does not need to expend any uses of
Additionally, there is a 50% chance that any non-damaging mythic power, and there is no saving throw allowed, but the
effect (including spells and extraordinary, supernatural, and corpse must not have been dead for more than 1 hour. Either
spell-like abilities) has no effect on a mythic thanadaemon. way, the creature’s soul coalesces into a soul gem in the
Mythic Power Drain (Su) Whenever a mythic thanadaemon mythic thanadaemon’s hand, which can be used for its soul
successfully drains a level from a mythic creature with its crush ability.
energy drain ability, it also drains 1 remaining use of mythic If the soul belonged to a living creature, that creature does
power from the victim, reducing that creature’s remaining not die, but does suffer a -4 penalty to all ability scores for
daily uses of mythic power by 1, and increasing the mythic as long as his soul is absent, and he ages 1 year for each day
thanadaemon’s remaining uses of mythic power by 1. Against that passes. If that creature dies before his soul is restored, he
creatures that are not mythic, the mythic thanadaemon’s cannot be returned to life as long as his soul is in gem form
energy drain inflicts 1 additional negative level, instead. (if his soul was crushed, the normal rules for resurrecting a
Soul Crush (Su) A mythic thanadaemon can crush a soul gem creature whose soul was crushed apply). A stolen soul can be
(see cacodaemon) as a standard action to gain fast healing returned with a successful wish or miracle spell, whether it was
15 for 15 rounds. This action condemns the crushed soul to crushed or not.
Abaddon—resurrecting this victim requires a DC 28 caster
level check.
Additionally, if a mythic thanadaemon crushes a soul gem
that contains the soul of a mythic creature, it regains a number
of uses of mythic power equal to the mythic tier or mythic
rank that that creature possessed in life.
ECOLOGY
Daemon, Venedaemon Environment any (Abaddon)
Silken robes drape this androgynous fiend’s form, providing only an outline Organization solitary, pair, or superior cabal (1 mythic
of the body beneath. Claw-tipped tentacles emerge from the cuffs, clutching
wands and soul gems, while below its robe’s margins, its multiple-jointed venedaemon and 2–5 venedaemons)
legs—almost like a reptilian insect’s—end in clawed, three-toed chitinous Treasure standard
feet. Its face remains perpetually covered by a dark veil, and a trio of long, SPECIAL ABILITIES
forked tongues periodically emerges from its rounded mouth and tastes the
air around its thin lips.
Arcane Soul-Crush (Su) A mythic venedaemon may consume
a held soul gem as a swift action, allowing it to cast any of
MYTHIC VENEDAEMON CR 6/MR 2 its spells known, or use any of its spell-like abilities, without
XP 2,400 using a spell slot or uses of that spell-like ability. In addition,
Official Pathfinder Roleplaying Game supplement devoted to the if a mythic venedaemon expends one use of its mythic power
horsemen of the Apocalypse when it consumes a soul gem, or if it consumes a mythic
NE Medium outsider (daemon, evil, extraplanar, mythic) soul gem (i.e., a soul gem created by a mythic daemon, or
Init +6; Senses arcane sight, darkvision 60 ft.; Perception +12 that contains the soul of a mythic creature), it may cast the
DEFENSE mythic version of any of its spells known or use the mythic
AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural) version of any of its spell-like abilities. A mythic venedaemon
hp 71 (6d10+38) that expends one use of its mythic power when it consumes
Fort +5, Ref +7, Will +8 a mythic soul gem may cast the mythic version of any of its
DR 5/epic and good or epic and silver; Immune acid, death spells known or use the mythic version of any of its spell-like
effects, disease, poison; Resist cold 10, electricity 10, fire 10; abilities as part of the same swift action. For the daemon to
SR 18 use this ability, the consumed gem must contain the soul of a
OFFENSE creature with Hit Dice equal to or greater than the spell level
Speed 30 ft., fly 30 ft. (average) of the desired spell or spell-like ability.
Melee 2 tentacles +6 (1d6) Spells A mythic venedaemon uses its spell-like abilities and casts
Special Attacks arcane soul-crushMA, mythic power (2/day, surge spells like a sorcerer with a caster level equal to its Hit Dice +2.
+1d6), spellsMA
Spell-Like Abilities (CL 8th; concentration +12)
Constant—arcane sight
3/day—dimension door, dispel magic, slow
1/day—summon (level 4, 1 mythic cacodaemon 40%, or 1d4
cacodaemons, 75%)
Spells Known (CL 8th; concentration +12)
4th (4/day)—black tentaclesM
3rd (6/day)—stinking cloud (DC 19), vampiric touchM
2nd (8/day)—blindness/deafness (DC 18), mirror image, scorch-
ing ray (DC 18)
1st (8/day)—charm person (DC 17), color spray (DC 17), mage
armor, magic missile, vanish
0 (at will)—acid splash, arcane mark, daze (DC 16), detect magic,
mage hand, open/close, read magic, touch of fatigue (DC 16)
STATISTICS
Str 11, Dex 15, Con 16, Int 22, Wis 16, Cha 23
Base Atk +6; CMB +6; CMD 18
Feats Combat Casting, Eschew MaterialsB, Improved Initiative,
Magical Aptitude, Mythic Spell LoreMF
Skills Bluff +15, Disguise +12, Fly +11, Intimidate +15,
Knowledge (arcana, planes) +15, Knowledge (religion) +12,
Perception +12, Sense Motive +12, Spellcraft +17, Stealth +11,
Use Magic Device +17
Languages Abyssal, Aquan, Celestial, Common, Draconic,
Ignan, Infernal; telepathy 100 ft.

18
19

SPECIAL ABILITIES
Daemon, Vulnudaemon Aura of Dread (Su) As a free action, a vulnudaemon can radiate
A bloody, tooth-filled mouth that looks almost like a horrific gash gasps in an aura of dread and hopelessness. Any creature within 30
the neck of this pale, childlike horror.
feet of the vulnudaemon must succeed at a DC 18 Will save or
MYTHIC VULNUDAEMON CR 5/MR 2 become shaken for as long as it remains in the aura. If a mythic
XP 1,600 vulnudaemon expends one use of its mythic power as a swift
Pathfinder Roleplaying Game Bestiary 3 action when damaging a creature that is shaken from its aura
NE Small outsider (daemon, evil, extraplanar, mythic) of doom, that creature must succeed at a DC 18 Will save or
Init +4; Senses darkvision 60 ft., deathwatch, detect good, detect become panicked for as long as it remains in the aura and for
magic; Perception +10 1d4 rounds thereafter. A non-mythic creature that succeeds on
Aura aura of dreadMA (30 ft., DC 18) its saving throw is instead frightened for 1d4 rounds. This is a
DEFENSE mind-affecting fear effect. The save DCs are Charisma-based.
AC 20, touch 15, flat-footed 16 (+4 Dex, +5 natural, +1 size)
hp 59 (6d10+26)
Fort +6, Ref +6, Will +6
DR 5/epic and good or epic and silver; Immune acid, death
effects, disease, poison; Resist cold 10, electricity 10, fire 10
OFFENSE
Speed 30 ft.
Melee mwk short sword +12/+7 (1d4+4/19–20 plus bleed), bite
+6 (1d3+2)
Special Attacks bleed (1d4), mythic power (2/day, surge +1d6),
sneak attack +1d6
Spell-Like AbilitiesMMA (CL 7th; concentration +10)
Constant—deathwatch, detect good, detect magic
At will—murderous command (DC 14)
3/day—blur, death knell (DC 15), hold person (DC 15), invisi-
bility, minor image (DC 15), silence (DC 15)
1/day—greater invisibility, inflict critical wounds (DC 17),
summon (level 2, 1d4 cacodaemons 40%)
STATISTICS
Str 14, Dex 19, Con 13, Int 12, Wis 13, Cha 16
Base Atk +6; CMB +7; CMD 21
Feats Ability Focus (aura of doom), Combat Casting, Weapon
FinesseMF
Skills Bluff +12, Diplomacy +10, Fly +12, Knowledge (arcana)
+7, Knowledge (planes) +8, Perception +10, Sense Motive +10,
Spellcraft +8, Stealth +17
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
ECOLOGY
Environment any (Abaddon)
Organization solitary, pair, or murder (1 mythic vulnudaemon
and 2–12 vulnudaemons)
Treasure standard (masterwork shortsword, other treasure)
SPECIAL ABILITIES
Daemon, Ignodaemon Instigator (Su) Whenever a mythic ignodaemon targets
This towering infernal titan is covered in leathery scales, with great batwing a creature with its malicious spite, smug narcissism, or
ears projecting from either side of its hulking head. Its arms are bizarrely
proportioned, with a massive and incredibly muscular right arm opposite unadulterated loathing spell-like abilities, it can spend a point
a delicately clawed left. A spiked ridge runs down its back, to the tip of its of mythic power to target two subjects for the spell instead of
lashing tail. one. Each subject saves separately or is affected normally.
Left and Right Hand (Ex) Like the despot it was in life, an
IGNODAEMON CR 15/MR 6
ignodaemon’s left and right arm approach challenges very
XP 51,200
differently. The ignodaemon takes no penalties for making a
NE Large outsider (daemon, evil, extraplanar)
right-handed slam attack in conjunction with its left-handed
Init +9; Senses darkvision 60 ft., detect good, detect magic;
weapon attacks. Attacks with the ignodaemon’s smaller left
Perception +19
hand suffer no size penalties to attack rolls.
DEFENSE
Greater Sword and Pen (Su) A mythic ignodaemon’s magical
AC 34, touch 20, flat-footed 29 (+6 deflection, +5 Dex, +14 rapier is its unique badge of office. This functions like the
natural, -1 size) nonmythic ignodaemon’s sword and pen ability, except that it’s
hp 222 (12d10+156) rapier is a legendary item. A mythic ignodamon’s rapier always
Fort +12, Ref +13, Will +10 has the returning and unyielding legendary qualities, and bears
DR 10/epic and good; Immune acid, charm, death effects, a total magical bonus of +4, including enhancement bonus
disease, poison; Resist cold 10, electricity 10, fire 10; SR 29 and other magical qualities.
OFFENSE Majestic Presence (Su) An ignodaemon silences critics with a
Speed 30 ft. glare and forces attackers to back down with sheer will. It gains
Melee +2 unholy rapier +22/+17/+12 (1d8+11/18-20) and 1 slam a deflection bonus to AC equal to is Charisma modifier.
+20 (3d6+9/19-20, x3)
Special Attacks fleet chargeMA, left and right hand, greater
sword and pen, mythic power (6/day, surge +1d8), persuasive
countenanceMA, sneak attack +6d6, surprise strikeMA
Spell-Like Abilities (CL 15th, concentration +21)
Constant—detect good, detect magic
At Will—greater teleport (self plus 50 lbs. of object
only), malicious spiteUM (DC 20), unadulterated
loathingUM (DC 19)
3/day—quickened unadulterated loathingUM (DC
19), smug narcissismUM (DC 20), unholy sword
1/day—summon (level 4, 1 derghodaemon, 40%)
STATISTICS
Str 29, Dex 20, Con 26, Int 16, Wis 17, Cha 23
Base Atk +12; CMB +22; CMD 43
Feats Alertness, Improved CriticalMF (slam), Improved
Initiative, PersuasiveMF, Power AttackMF, Quickened
Spell-Like Ability (unadulterated loathingUM)
Skills Acrobatics +11, Bluff +19, Climb +15, Diplomacy
+25, Intimidate +25, Knowledge (nobility) +12, Knowledge
(planes) +12, Knowledge (religion) +9, Perception +20, Sense
Motive +20, Spellcraft +12, Stealth +14, Use Magic Device +18
Languages Abyssal, Celestial, Draconic, Infernal; telepathy 100 ft.
SQ display of CharismaMA, perfect lieMA
ECOLOGY
Environment any (Abaddon)
Organization solitary or infestation (1 ignodaemon and
1–4 derghodaemons, hydrodaemons, leukodaemons, or
meladaemons)
Treasure standard

20
21

The powers among daemonkind craft ignodaemons from Ignodaemons rule their fiefs with a combination of
the souls of despotic rulers who allowed suffering to diplomacy and violence, both primarily characterized by
characterize their rule. Though often unwittingly, these duplicity. Wise daemons remark that the loose order teaches
mortal princes seized undeserved power and in turn served daemons to walk the line between trust and self-reliance.
the causes of death, famine, pestilence, and war. As failed Others believe the unstable politics of daemonkind serve
heads of state deposed by their own people, ignodaemons to prevent the establishment of lasting order among their
are perfectly suited to rule by nepotism and fear, skills ranks. Regardless, the official role of ignodaemons is to
enhanced by their undeserved promotion to a daemonic be both obeyed and hated, as they use those under their
governor. Lesser daemons despise ignodaemons for their authority to accomplish the designs of the Horsemen and
ascension, frequently reacting to their “superiors” with open their deacons.
hostility. More powerful daemons pay the governors their An ignodaemon’s left arm is generally the same size as a
lip service when they have to, but recognize their role as human’s, despite its massive frame. Its right arm is the size
more feudal lackeys than political powers. Only the deacons of a much larger creature’s arm, erupting from a massive
and more powerful daemons grant them respect, but even shoulder with knuckles that drag the ground. An ignodaemon
that is the respect a superior has for an ancillary caste. The stands 9 feet tall and weighs 1,500 pounds.
feudal nature of daemonic hierarchy rewards loyalty to the
Horsemen alone, and requires the ignodaemons to appease
the demands of their anointed fiends.
Ignodaemons form with enough power to defend
themselves against physical attacks by their lower cousins.
Expected to cobble together allies and contingencies, they
have magical and mundane abilities that empower them to
navigate the hostility of a race determined to end all life.
True to twisted daemonic fashion, their greatest defense
is their ability to increase the loathing of their subjects to
such extremes they won’t remain close enough to attack.
Ignodaemon assassinations occur, but must be immediate,
since assailants generally teleport away out of a sudden sense
of disgust.
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Servants of the Four Horsemen of the Apocalypse and harbingers
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the meladaemons, scions of starvation, and the purrodaemon
warbringers. Some daemons seem almost alien, like the insane
insectoid derghodaemons and the tentacular planewalking
astradaemons, but all live for the thrill of the kill, whether as brutish
bruisers like the piscodaemon or the seemingly forlorn yet fearsome
vulnudaemon. As if a dozen existing monsters were not enough, the
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This product is a rules and adventure supplement for the Pathfinder Roleplaying Game and requires the use of the Pathfinder Roleplaying Game Core Rulebook
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ISBN: 978-1517783419
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