Notes |
A bloody, tooth-filled mouth that looks almost like a horrific gash gasps in the neck of this pale, childlike horror.
Reduce all none good or silver damage by 5 after AP;
Immune acid, death spell effects, disease, poison;
Resist cold, electricity, fire with 10 extra AP.
telepathy 100 ft.
Aura of Doom
As a free action, a vulnudaemon can radiate an aura of dread and hopelessness. Any creature within 30 feet of the vulnudaemon must succeed at a hard Will roll or become shaken for as long as it remains in the aura (only able to parry).
Preferring to disguise themselves as mortals or other creatures, vulnudaemons rarely assume their true forms unless they are forced to do so or are in the presence of a greater daemon. When they do, they appear as partially coalescent clouds of bloody mist in the form of a ghostly, cloaked figure, perpetually dripping and reabsorbing a crimson trail. In Abaddon, they often pose as the hunted, hiding among them and killing them one by one, escalating the violence each time. On the Material Plane, vulnudaemons also dwell among their prey, insinuating themselves into settlements as traders or other mundane member of society. From there, the deaths spread. Such killing sprees are exceptional difficult to combat, as vulnudaemons frequently switch personae, adopting the lives and covers of their victims, confounding investigations before vanishing without a trace, leaving only fear and rumors in their wake.
Personification of Death: Murder.
Preferred Sacrifice: A bound and helpless intelligent creature for the vulnudaemon to kill and impersonate.
These deceptive daemons personify death resulting from murder accented with betrayal. Most often formed from the souls of evil creatures killed by family or friends, vulnudaemons spread their insanity throughout the worlds by deceiving and killing all creatures they meet.
Vulnudaemons stalk their prey, infecting them with a sense of impending doom and watching their reactions, learning their responses before attacking and savoring their death. These daemons serve as excellent assassins, hiding in the shadows before debilitating their enemies, or striking from the protection of invisibility in order to deliver the killing blow. When facing stronger enemies, vulnudaemons seek to wear them down through a series of attacks, nicking at them and darting off, then repeating the process until their opponents bleed out.
Vulnudaemons often find themselves called to the Material Plane by cultists of deities associated with murder and assassination. These cultists often see vulnudaemons as sacred creatures favored by their deity, and rather than simply use the daemons as assassins, cultists often grant them a shocking degree of freedom to wander the region as they will, picking victims to fit their own agendas and murdering whomever they wish. Cultists who conjure vulnudaemons into the world usually take care to show the daemons a secret hand sign or other code that members of the cult can show them, lest the monsters decide to target one of the believers for an attack. Whether or not an accidentally targeted cultist has the time to flash her safety sign to the daemon should the creature attack her at a later date is, of course, another matter.
Vulnudaemons stand 3 feet tall and weigh 25 pounds.
Special Attacks
bleed
any attacks with its shortsword is so precise that it causes an unopposed bleed attack (even if the special effect is not taken)
sneak attack +1 shift
Spell-Like Abilities Intensity 7
Constant—detect good, detect magic
3/day—blur, death knell, invisibility, Illusion, Greater
1/day—inflict critical wounds, summon (1d4 cacodaemons 40%)
Death Knell
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
cast time: 1 action
Cost: 1 MP +1 per intensity
Target one living creature
Duration Instant/10 min./I
DESCRIPTION
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that is dying. If the subject fails its saving roll, it dies, and you gain 1d8 temporary hit points to all locations and a +4 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level, spell costs and also provides +1 intensity to spells cast. This increase in effective caster level does not grant you access to more spells. These effects last for 10 minutes per intensity of spell.
Blur
Range touch
cast time: 1 action
Cost: 1 MP +1 per intensity
Target creature touched
Duration 1 min./I.
The subject’s outline appears blurred, shifting, and wavering. This distortion causes any attack attack roll to be one grade harder, and Choose Location may not be taken unless a critical is achieved.
A see invisibility spell does not counteract the blur effect, but a true seeing spell does.
Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own).
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