Hunted Petitioner

A once-mortal form stands before you, seemingly untouched by death, its eyes filled with vulnerability and fear.

Petitioners are the souls of mortals brought to the Outer Planes after death in order to experience their ultimate punishment, reward, or fate. A petitioner retains fragments of its memories from life, and its appearance depends not only upon the shape it held in life but also upon the nature of the Outer Plane to which it has come.

In the bleak and perilous plane of Abaddon, The Hunted stand as echoes of their former mortal selves. Identical in appearance to their once living forms, they are plagued by a constant sense of vulnerability. Doomed to be pursued relentlessly by ravenous daemons, these souls find themselves in an eternal game of predator and prey. Yet, there is a glimmer of hope for the most tenacious; for those who endure might one day morph into the very daemons they flee from.

CR 1 XP 400
Human petitioner (Hunted)
NE Medium outsider (extraplanar)
Init +0; Senses darkvision 60 ft., Perception +5
DEFENSE
AC
10, touch 10, flat-footed 10
hp 16 (2d10+5); fast healing 1
Fort +4, Ref +3, Will +0
DR 5/—; Immune mind-affecting effects
OFFENSE
Speed
30 ft.
Melee slam +2 (1d4)
STATISTICS
Str
11, Dex 10, Con 13, Int 10, Wis 11, Cha 12
Base Atk +2; CMB +2; CMD 12
Feats Toughness
Skills Craft (any two) +5, Knowledge (planes) +5, Perception +5, Sense Motive +5, Stealth +5
Languages Common
ECOLOGY
Environment
Abaddon
Organization solitary, pair, group (3–12), or army (13 or more)
Treasure none
CREATING A HUNTED PETITIONER
 

Cacodaemon

An ever-gnashing maw, filled with row after row of mismatched teeth, dominates this frightful creature’s orb-like body.

The least of daemonkind, cacodaemons spawn from eddies of angry, violent, and demented souls amid the mists of Abaddon. Dim-witted but utterly evil, they endlessly seek to cause pain and indulge their hunger for mortal souls. Many more powerful fiends keep cacodaemons as pets, if only to be able to harvest the tiny creatures’ soul gems. A 7th-level spellcaster can gain a cacodaemon as a familiar if she has the Improved Familiar feat.

CR 2 XP 600
NE
Tiny outsider (daemon, evil, extraplanar)
Init +4; Senses darkvision 60 ft., detect good, detect magic; Perception +7
DEFENSE
AC
16, touch 12, flat-footed 16 (+4 natural, +2 size)
hp 19 (3d10+3); fast healing 2
Fort +2, Ref +5, Will +4
DR 5/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10
OFFENSE
Speed
5 ft., fly 50 ft. (perfect)
Melee bite +6 (1d4+1 plus disease)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks soul lock
Spell-Like Abilities (CL 6th; concentration +7)
Constant—detect good, detect magic
At will—invisibility (self only)
3/day—lesser confusion (DC 12)
1/week—commune (CL 12th, six questions)
STATISTICS
Str
12, Dex 11, Con 13, Int 8, Wis 13, Cha 12
Base Atk +3; CMB +1; CMD 12
Feats Improved Initiative, Lightning Reflexes
Skills Bluff +7, Fly +18, Knowledge (planes) +5, Perception +7, Stealth +14
Languages Abyssal, Common, Infernal; telepathy 100 ft.
SQ change shape (2 of the following forms: lizard, octopus, Small scorpion, venomous snake, polymorph)
ECOLOGY
Environment
any (Abaddon)
Organization solitary or swarm (2–10)
Treasure standard
SPECIAL ABILITIES
Disease (Su)
Cacodaemonia: Bite—injury; save Fort DC 12; onset 1 day; frequency 1/day; effect 1d2 Wis damage, cure 2 consecutive saves. In addition to the normal effects of the disease, as long as a victim is infected, the cacodaemon can telepathically communicate with the creature over any distance (as long as they remain on the same plane).
Soul Lock (Su) Once per day as a full-round action, a cacodaemon can ingest the spirit of any sentient creature that has died within the last minute. This causes a soul gem to grow inside of the cacodaemon’s gut, which it can regurgitate as a standard action. A soul gem is a fine-sized object with 1 hit point and hardness 2. Destroying a soul gem frees the soul within, though it does not return the deceased creature to life. This is a death effect. Any attempt to resurrect a body whose soul is trapped in a soul gem requires a DC 12 caster level check. Failure results in the spell having no effect, while success shatters the victim’s soul gem and returns the creature to life as normal. If the soul gem rests in an unholy location, such as that created by the spell unhallow, the DC of this caster level check increases by +2. The caster level check DC is Charisma-based. Any evil outsider can, as a standard action, ingest a soul gem. Doing so frees the soul within, but condemns it to one of the lower planes (though the soul can be returned to life as normal). The outsider gains fast healing 2 for a number of rounds equal to its Hit Dice.
 

Lacridaemon

The face of this gray-skinned humanoid stretches in a manic grin, even though it weeps steaming tears. Frost crusts its flesh.

Among the least powerful of all daemons, lacridaemons personify death by neglect or exposure to the elements, such as that suffered by those who become lost in the wilderness and die far from help, or unfortunates who become trapped in an enclosed space (like a collapsed mine) and are left alone to slowly expire. Lacridaemons’ despair is in stark contrast to their savage nature. If they’re given any opportunity, they viciously lash out, furiously attacking their mortal victims.  In death, lacridaemons continue to suffer just as their mortal incarnations did in their last days of life, consumed by feelings of abandonment, self-pity, and a gnawing sense of loneliness. They often spawn from the souls of evil mortals who died alone and abandoned—exiled criminals, reclusive and corrupt nobles, or those who died from intense exposure to the natural elements (whether the blistering heat of the desert or the ravaging cold of the arctic), such as by freezing to death or dying of thirst.  A lacridaemon stands just under 6 feet tall but weighs only 90 pounds.

CR 3 XP 800
NE
Medium outsider (daemon, evil, extraplanar)
Init +7; Senses darkvision 60 ft., detect good, detect magic; Perception +8
Aura weeping (100 ft.)
DEFENSE
AC
15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 30 (4d10+8)
Fort +6, Ref +4, Will +5
DR 5/good or silver; Immune acid, cold, death effects, disease, poison; Resist electricity 10, fire 10; SR 14
OFFENSE
Speed
40 ft.
Melee bite +5 (1d4+1 plus 1d4 cold and poison), 2 claws +6 (1d4+1 plus 1d4 cold)
Special Attacks poisonous tears
Spell-Like Abilities (CL 4th; concentration +5)
Constant—detect good, detect magic, pass without trace
3/day—overwhelming grief (DC 15), teleport (self plus 50 lbs. of objects only)
1/day—hold person (DC 14), invisibility, snare, summon (level 3, 1 lacridaemon 50%)
STATISTICS
Str
12, Dex 17, Con 14, Int 11, Wis 13, Cha 12
Base Atk +4; CMB +5; CMD 18
Feats Improved Initiative, Weapon Focus (claw)
Skills Acrobatics +10, Bluff +8, Climb +8, Perception +8, Sense Motive +8, Stealth +10
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
ECOLOGY
Environment
any (Abaddon)
Organization solitary, pair, or lurk (3–6)
Treasure standard
SPECIAL ABILITIES
Poisonous Tears (Su)
A lacridaemon’s tears are poisonous to other creatures. As a swift action that provokes attacks of opportunity, a lacridaemon can coat both of its claws with its tears, giving its next attack the possibility of poisoning its victim. In order to use this ability, a lacridaemon must attack with its claws on the same round it applies its tears; after that time, the tears lose their potency. A lacridaemon’s bite attack is always treated as having its poisonous tears applied to it. The save DC is Constitution-based.
Lacridaemon Poison: Bite—injury; save Fortitude DC 14; frequency 1/round for 6 rounds; effect 1 Wis damage plus staggered for 1 round; cure 2 consecutive saves.
Weeping Aura (Su) A lacridaemon is surrounded by the muffled sounds of a crying child. These whimpers sound as if they’re coming from all directions at once, disorienting those within 100 feet of the lacridaemon. Any creature that enters this area must succeed at a DC 13 Will saving throw or take a –5 penalty on Survival checks to avoid becoming lost for 24 hours. A lacridaemon can suppress or reactivate its aura as a free action, and the effects from multiple lacridaemon auras stack (up to a maximum penalty of –20). This aura is a sonic mind-affecting effect. The save DC is Charisma-based.
 

Vulnudaemon

A bloody, tooth-filled mouth that looks almost like a horrific gash gasps in the neck of this pale, child-like horror.

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.

CR 4 XP 1,200
NE
Small outsider (daemon, evil, extraplanar)
Init +3; Senses darkvision 60 ft., detect good, detect magic; Perception +10
Aura aura of doom (30 ft., DC 18)
DEFENSE
AC
17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 39 (6d10+6)
Fort +6, Ref +5, Will +6
DR 5/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10
OFFENSE
Speed
30 ft.
Melee short sword +10/+5 (1d4+2/19–20 plus bleed), bite +5 (1d3+1)
Special Attacks bleed (1d4), sneak attack +1d6
Spell-Like Abilities (CL 7th; concentration +10)
Constant—detect good, detect magic
3/day—blur, death knell (DC 15), invisibility, minor image (DC 15)
1/day—inflict critical wounds (DC 17), summon (level 2, 1d4 cacodaemons 40%)
STATISTICS
Str
14, Dex 17, Con 13, Int 12, Wis 13, Cha 16
Base Atk +6; CMB +7; CMD 20
Feats Ability Focus (aura of doom), Combat Casting, Weapon Finesse
Skills Bluff +12, Diplomacy +10, Fly +11, Knowledge (arcana) +7, Knowledge (planes) +8, Perception +10, Sense Motive +10, Spellcraft +8, Stealth +16
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
ECOLOGY
Environment
any (Abaddon)
Organization solitary, pair, or murder (3–12)
Treasure standard
SPECIAL ABILITIES
Aura of Doom (Su)
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 DC 18 Will save or become shaken for as long as it remains in the aura.
 

Venedaemon

Tentacles protrude from the robes of this floating hooded figure in place of arms and legs. Its face is a disturbing, toothless maw.

The venedaemon personifies death by magic, and so has an inborn talent for all manner of sorcery. Though as hungry for souls as any other member of its daemonic kin, the venedaemon thirsts equally for intangible wealth through the acquisition of knowledge.  Venedaemons are gaunt, and despite standing close to 7 feet tall, they rarely weigh more than 150 pounds.

CR 5 XP 1,600
NE
Medium outsider (daemon, evil, extraplanar)
Init +2; Senses arcane sight, darkvision 60 ft.; Perception +12
DEFENSE
AC
18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 51 (6d10+18)
Fort +5, Ref +7, Will +8
DR 5/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 16
OFFENSE
Speed
30 ft., fly 30 ft. (average)
Melee 4 tentacles +8 (1d6+1)
Special Attacks swallow soul
Spell-Like Abilities (CL 6th; concentration +9)
Constant—arcane sight
At will—command cacodaemon (DC 18)
3/day—dimension door, dispel magic, slow (DC 16)
1/day—summon (level 3, 1 venedaemon 50% or 2d4 cacodaemons 70%)
Sorcerer Spells Known (CL 6th; concentration +9)
3rd (4)—hold person (DC 16)
2nd (6)—invisibility, scorching ray
1st (7)—charm person (DC 14), mage armor, magic missile, shield
0 (at will)—acid splash, arcane mark, bleed (DC 13), mage hand, prestidigitation, ray of frost, read magic
STATISTICS
Str
13, Dex 15, Con 16, Int 22, Wis 16, Cha 17
Base Atk +6; CMB +7; CMD 19
Feats Arcane Strike, Combat Casting, Eschew Materials, Weapon Finesse
Skills Bluff +12, Disguise +12, Fly +11, Intimidate +9, Knowledge (arcana, planes) +15, Knowledge (religion) +12, Perception +12, Sense Motive +12, Spellcraft +15, Stealth +11, Use Magic Device +12
Languages Abyssal, Aklo, Aquan, Auran, Common, Draconic, Ignan, Infernal, Terran; telepathy 100 ft.
ECOLOGY
Environment
any (Abaddon)
Organization solitary, pair, or cabal (3–6 plus 2–12 cacodaemons)
Treasure standard
SPECIAL ABILITIES
Command Cacodaemon (Sp)
As a swift action, a venedaemon can issue a suggestion (as per the spell) to a cacodaemon . The venedaemon adds a +2 racial bonus to the save DC of this spell-like ability. It can command a cacodaemon to feed it a soul gem via this effect.
Swallow Soul (Su) A venedaemon can consume a held soul gem created by a cacodaemon as a swift action, allowing it to cast any of its spells known without using a spell slot. For the daemon to use this ability, the consumed gem must contain the soul of a creature with Hit Dice equal to or greater than the spell level of the desired spell.
Spells A venedaemon casts spells as a 6th-level sorcerer.
 

Ceustodaemon

This brown, shaggy-furred beast stands on slate grey hooves. Its head resembles that of a maniacal horned ape.

Some claim the Four Horsemen created these creatures to serve as summoning fodder. Others believe that they form from neutral evil souls who commit suicide. Wherever the truth lies, ceustodaemons find themselves on the Material Plane more often than any other daemon, as they are easily pressured into service—many call these creatures “guardian daemons” as a result. Yet in the back of their wicked minds, ceustodaemons always think about escaping their bonds and ripping to shreds the ones who summoned them. Greater and lesser versions of these creatures exist. These variants can be represented by applying either the young creature or advanced creature simple templates, along with the following adjustments.

Lesser Ceustodaemon: This Medium daemon looks like a horned frog with a wide, toothy mouth. Its breath weapon is a chilling cone of ice that deals cold damage.
Greater Ceustodaemon: This daemon resembles a gigantic humanoid bear with the talons of an eagle and curling ram horns sprouting from its head. Its breath weapon is a fan of sparks that deals electricity damage.

CR 6 XP 2,400
NE
Large outsider (daemon, evil, extraplanar)
Init +1; Senses darkvision 60 ft., detect good, detect magic, see invisibility; Perception +15
DEFENSE
AC
20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
hp 68 (8d10+24)
Fort +9, Ref +3, Will +8
DR 10/good or silver; Immune acid, death effects, disease, mind-affecting effects, paralysis, poison, polymorph effects, sleep effects; Resist cold 10, electricity 10, fire 10
OFFENSE
Speed
30 ft.
Melee bite +11 (2d6+4), 2 claws +11 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (30-ft. cone; 6d6 fire damage; Reflex DC 17 for half; usable once every 1d4 rounds)
Spell-Like Abilities (CL 8th; concentration +10)
Constant—detect good, detect magic, see invisibility
At will—dimension door
3/day—dispel magic, fly
1/day—hold monster (DC 17), slow (DC 15)
STATISTICS
Str
18, Dex 13, Con 16, Int 11, Wis 14, Cha 15
Base Atk +8; CMB +13; CMD 24
Feats Alertness, Blind-Fight, Power Attack, Step Up
Skills Bluff +13, Intimidate +11, Knowledge (planes) +9, Perception +15, Sense Motive +15, Stealth +8, Survival +9
Languages Abyssal, Infernal; telepathy 100 ft.
SQ drawn to service
ECOLOGY
Environment
any (Abaddon)
Organization solitary
Treasure none
SPECIAL ABILITIES
Drawn to Service (Su)
When brought to another plane with a planar binding or planar ally spell (or any similar calling effect), ceustodaemons take a –5 penalty on the initial Will save and on their Charisma check to refuse service. Ceustodaemons also take a –5 penalty on saves against binding, planar binding, and other spells designed to bind a creature to a particular plane as long as the daemon is commanded to serve as a guardian for a single area or small complex.
 

Suspridaemon

This tall, three-legged, vulture-headed fiend has a grotesquely long, suckered tongue and gangly arms that end in claws.

Horrid, vulture-headed fiends whose very presence makes the air difficult to breathe, suspiridaemons personify death by suffocation and strangulation. Their flesh is discolored and blotched like the stagnant blood under a suffocated corpse’s skin, they don’t breathe, and their bodies convulse and twitch like those of hanging victims. A suspiridaemon enjoys nothing more than the last choked gasp of a victim as it wraps its tongue around the creature’s throat. Thanks to its utterly silent demeanor, it excels at committing slow, gruesome murders while hiding in the shadows. The only time a suspiridaemon makes a noticeable noise is when it loosens the tissues around its neck and inhales a booming breath— the sudden loss of air that results is enough to make foes fall ill.  A suspiridaemon is 6 feet tall and weighs 250 pounds.

CR 7 XP 3,200
NE
Medium outsider (daemon, evil, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +14
Aura thin air (30 ft.)
DEFENSE
AC
20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
hp 85 (9d10+36)
Fort +9, Ref +9, Will +8
DR 10/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10, sonic 30; SR 18
OFFENSE
Speed
30 ft.
Melee 2 claws +14 (1d6+5), tongue +14 (1d6+7/19–20 plus grab)
Space 5 ft.; Reach 5 ft. (10 ft. with tongue)
Special Attacks concussive gasp, constrict (1d6+7), strangle, suffocate, tongue
Spell-Like Abilities (CL 9th; concentration +12)
At will—death knell (DC 15), ghoul touch (DC 15), greater teleport (self plus 50 lbs. of objects only), ray of enfeeblement (DC 14)
3/day—stinking cloud (DC 16), vampiric touch
1/day—cloudkill (DC 18), summon (level 4, 1d3 lacridaemons 35%)
STATISTICS
Str
21, Dex 17, Con 18, Int 14, Wis 15, Cha 16
Base Atk +9; CMB +14 (+18 grapple); CMD 28 (30 vs. trip)
Feats Combat Reflexes, Dodge, Great Fortitude, Improved Critical (tongue), Improved Initiative
Skills Climb +17, Diplomacy +15, Intimidate +15, Knowledge (nature, planes) +14, Perception +14, Sense Motive +14, Stealth +15
Languages Abyssal, Draconic, Infernal (cannot speak); telepathy 100 ft.
SQ no breath
ECOLOGY
Environment
any (Abaddon)
Organization solitary, gang (2–4), or mob (5–9)
Treasure standard
SPECIAL ABILITIES
Concussive Gasp (Su)
Once per day as a standard action, a suspiridaemon can inhale with such sudden force as to evacuate the air in its proximity, causing a sudden wave of air pressure from the implosion. Every creature within 30 feet must succeed at a DC 18 Fortitude save or take 5d6 points of sonic damage and become sickened for 1d4 rounds. Any creature that succeeds at this save takes half damage and is not sickened. A suspiridaemon cannot perform this ability if it is c urrently grappling a creature with its tongue. The save DC is Constitution-based.
Suffocate (Ex) A creature affected by the daemon’s strangle ability cannot breathe and must hold its breath. Because of the daemon’s thin air aura, this can quickly render an opponent unconscious.
Thin Air (Su) A suspiridaemon’s aura makes the air within 30 feet of it difficult to breathe. Creatures that need to breathe can hold their breath only half as long as normal while within this aura, and suffer from altitude effects as if on a low peak or in a high pass (see Altitude Zones on page 430 of the ).
Tongue (Ex) The tongue of a suspiridaemon is a primary attack and always applies 1-1/2 times its Strength bonus on damage rolls.
 

Hydrodaemon

The skin on this frog-like fiend is clammy and its eyes look dead and milky; its wide face is split by a fanged maw.

While at first glance these creatures seem like enormous and foul boggards, their dangerous gait, dead eyes, and wicked claws give away their fiendish nature. In their home environment, hydrodaemons swim the sickening rivers and seas of Abaddon and the River Styx, ducking beneath the rivers of pus and bile only to leap out at enemies and rend their flesh with tooth and claw. It is said these are among the few creatures able to survive in the deadly waters of the River Styx. When called to the Material Plane, hydrodaemons serve powerful spellcasters, protecting domains dotted with pools, streams, and even sewer complexes. Associated with death by drowning, these fiends use a favored tactic to draw the most anguish from their victims. Hydrodaemons first attack with their inky black sleep spittle, hoping to render victims unconscious. With their opponents unable to fight back, hydrodaemons drag their enemies into the foul waters they call home and delight as the liquid fills their victims’ gasping lungs. If unable to drown a victim, they finish the job with jaws and claws. Hydrodaemons possess an awkward gait, springing back on their heels and leaping about like humanoid frogs. Even so, they move in an unpredictable manner, twisting their bodies with each hopping movement. Hydrodaemons can also unfurl flaps of skin that allow them to glide through the air. Hydrodaemons stand 10 feet tall and weigh upward of 3,000 pounds.

CR 8 XP 4,800
NE
Large outsider (aquatic, daemon, evil, extraplanar)
Init +2; Senses darkvision 60 ft., detect magic; Perception +15
DEFENSE
AC
20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
hp 95 (10d10+40)
Fort +11, Ref +9, Will +3
DR 10/cold iron or silver; Immune acid, death effects, disease, poison, waters of the River Styx; Resist cold 10, electricity 10, fire 10; SR 19
OFFENSE
Speed
30 ft., fly 40 ft. (average; see glide, below), swim 60 ft.
Melee bite +13 (1d8+4 plus grab), 2 claws +13 (1d6+4)
Ranged sleep spittle +11 (sleep)
Space 10 ft.; Reach 10 ft.
Special Attacks rake (2 claws +13, 1d6+4)
Spell-Like Abilities (CL 9th; concentration +11)
Constant—detect magic, water walk
At will—acid arrow, deeper darkness
3/day—control water, greater teleport (self plus 50 lbs. of objects only), summon monster V (Large water elemental only)
1/day—desecrate, summon (level 3, 1 hydrodaemon 50%)
STATISTICS
Str
18, Dex 15, Con 18, Int 9, Wis 11, Cha 14
Base Atk +10; CMB +15 (+9 grapple); CMD 27
Feats Cleave, Point-Blank Shot, Power Attack, Precise Shot, Skill Focus (Perception)
Skills Fly +0, Intimidate +14, Knowledge (planes) +10, Perception +15, Sense Motive +12, Stealth +10, Swim +21
Languages Abyssal, Infernal; telepathy 100 ft.
SQ amphibious, glide
ECOLOGY
Environment
any (Abaddon)
Organization solitary, gang (2–5), or mob (6–12)
Treasure standard
SPECIAL ABILITIES
Glide (Ex)
A hydrodaemon can launch itself into the air and glide along for 1 minute, gaining a fly speed of 40 feet with average maneuverability. While gliding, the hydrodaemon gains the pounce ability.
Sleep Spittle (Su) A hydrodaemon can spit at a single target within 20 feet, making a ranged touch attack as a standard action. A target hit by this spittle must succeed on a DC 19 Will save or fall asleep for 6 rounds. The save DC is Constitution-based.
 

Leukodaemon

This human-shaped beast has a horse’s skull for a head. It walks on cracked hooves and bears the rotting wings of a carrion bird.

Deacons of the Horseman of Pestilence, leukodaemons serve their lord in Abaddon as well as across the planes by spreading plagues and pandemics. Leukodaemons stand upward of 14 feet tall but weigh just over 200 pounds. The skulls that serve as their heads can be replaced with any skulls, yet these creatures choose horse skulls to show their loyalty to the Horsemen. The creature’s true head is merely a blistered knob between its shoulders.

CR 9 XP 6,400
NE
Large outsider (daemon, evil, extraplanar)
Init +11; Senses darkvision 60 ft., deathwatch, detect good; Perception +22
Aura infectious aura (50 ft.)
DEFENSE
AC
23, touch 16, flat-footed 16 (+7 Dex, +7 natural, –1 size)
hp 115 (10d10+60)
Fort +9, Ref +14, Will +12
DR 10/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 20
OFFENSE
Speed
30 ft., fly 60 ft. (average)
Melee bite +16 (1d8+7), 2 claws +16 (1d6+7)
Ranged +1 composite longbow +18/+13 (2d6+8/×3 plus contagion)
Space 10 ft.; Reach 10 ft.
Special Attacks breath of flies
Spell-Like Abilities (CL 10th; concentration +13)
Constant—deathwatch, detect good
At will—contagion (DC 17), dispel magic, greater teleport (self plus 50 lbs. of objects only)
1/day—harm (DC 19), summon (level 3, 1 leukodaemon only, 35%)
STATISTICS
Str
25, Dex 24, Con 23, Int 16, Wis 21, Cha 16
Base Atk +10; CMB +18; CMD 35
Feats Alertness, Hover, Improved Initiative, Point Blank Shot, Weapon Focus (longbow)
Skills Fly +18, Heal +18, Intimidate +16, Knowledge (planes) +16, Perception +22, Sense Motive +22, Stealth +16, Survival +15, Use Magic Device +16
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
ECOLOGY
Environment
any (Abaddon)
Organization solitary or wake (2–10)
Treasure standard (+1 composite longbow, other treasure)
SPECIAL ABILITIES
Breath of Flies (Su)
Once per minute as a standard action, a leukodaemon can unleash a cloud of corpse-bloated, biting black flies in a 20-foot cone. Those caught in the cone take 8d6 points of slashing damage. A DC 21 Reflex save halves this damage. Those who take any damage are also sickened for 1 minute. In addition, the flies linger for 1d4+1 rounds, congealing into a buzzing 20-foot-square cloud centered on the cone’s original point of origin. Any creature that ends its turn in this cloud must make a DC 21 Reflex save to avoid taking 4d6 points of damage and becoming sickened for 1 minute. This cloud of flies may be dispersed by any area effect that does damage or creates wind of at least strong wind force. All daemons are immune to this effect. The save DCs are Constitution-based.
Contagion (Su) Any arrow a leukodaemon fires from a bow is tainted with disease. If a creature is damaged by a leukodaemon’s arrow, it must make a DC 19 Fortitude save or be affected as if by the spell contagion. A leukodaemon can manifest arrows at will and never runs out of ammunition.
Infectious Aura (Su) All creatures within 50 feet of a leukodaemon take a –4 penalty on Fortitude saves against disease effects.
 

Sangudaemon

This human-sized, serpent-headed spider seems to be made of clotted blood, its dragonfly-like wings dripping crimson streamers.

Sangudaemons personify death by blood loss. Perhaps more so than any other caste of daemon, the sangudaemon enjoys the hunt for prey, whether that prey is petitioner, mortal, or anything else that bleeds. That the souls of those who perish to a sangudaemon’s wrath are consigned to Abaddon makes these daemons particularly hated by those who hold the supernatural cycle of the soul’s journey sacred. A sangudaemon is about 5 feet long and weighs 200 pounds.

CR 9 XP 6,400
NE
Medium outsider (daemon, evil, extraplanar)
Init +9; Senses darkvision 60 ft., scent; Perception +18
Aura bleeding aura (30 ft.)
DEFENSE
AC
23, touch 16, flat-footed 17 (+5 Dex, +1 dodge, +7 natural)
hp 114 (12d10+48)
Fort +12, Ref +13, Will +7
DR 10/good or silver; Immune acid, bleed, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 20
OFFENSE
Speed
30 ft., fly 60 ft. (good)
Melee bite +19 (1d8+7/18–20/×3 plus bleed), 2 claws +19 (1d6+7/19–20)
Special Attacks bleed (2d4+2), blood drain (1d2 Con), drain soul
Spell-Like Abilities (CL 12th; concentration +14)
At will—greater teleport (self plus 50 lbs. of objects only)
3/day—quickened death knell (DC 14), invisibility, summon swarm
1/day—hold monster (DC 17), summon (level 6, 1 sangudaemon 40%)
STATISTICS
Str
24, Dex 21, Con 19, Int 10, Wis 16, Cha 15
Base Atk +12; CMB +19; CMD 35 (47 vs. trip)
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Power Attack, Quicken Spell-Like Ability (death knell)
Skills Fly +24, Intimidate +17, Knowledge (arcana) +15, Perception +18, Sense Motive +18, Spellcraft +15
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
SQ augmented critical, contagious gore
ECOLOGY
Environment
any (Abaddon)
Organization solitary, cluster (2–5), or hunt (6–10)
Treasure standard
SPECIAL ABILITIES
Augmented Critical (Ex)
A sangudaemon’s bite threatens a critical hit on a roll of 18–20 and deals ×3 damage on a confirmed critical hit.
Bleeding Aura (Su) Blood gushes from wounds at an increased rate when within 30 feet of a sangudaemon. All bleed effects deal 2 additional points of damage (this bonus is included in the daemon’s bleed damage). Heal checks to stop bleeding or stabilize a dying creature, Constitution checks to become stable, and saving throws against effects that deal bleed damage take a –4 penalty.
Contagious Gore (Su) Any creature that stops a bleed effect created by a sangudaemon must succeed at a DC 20 Fortitude save or gain a bleed effect identical to what the creature just stopped (this has no effect if the creature was stopping a bleed effect on itself). A creature that succeeds at this save is immune to this ability for 24 hours. The save DC is Constitution-based.
Drain Soul (Su) A sangudaemon can revitalize itself by draining souls. The target must be a dead creature the daemon dealt bleed damage to or used its blood drain ability on within the last hour, and can have been dead for no longer than 1 minute. As a full-round action, the daemon can drink the creature’s soul dry, condemning it to Abaddon as one of the hunted (though the dead creature can be returned to life as normal). The daemon gains fast healing 2 for a number of rounds equal to the Hit Dice of the creature whose soul was drained.
 

Piscodaemon

This hideous cross between a lobster, an octopus, and a human threatens enemies with powerful claws and writhing tentacles.

These aquatic daemons roam the lower planes sowing misery and blight. They delight in drawn-out deaths, poisoning creatures or dismembering victims to watch them slowly bleed out. On their home plane of Abaddon, piscodaemons gravitate toward the same aquatic regions inhabited by hydrodaemons, and often the stronger among their ranks end up leading armies of hydrodaemons against their enemies. These creatures serve as sergeants in the hierarchy of Abaddon, and run their units with an excess of cruelty and violence. Instead of preying on the weak, piscodaemons enjoy targeting strong, well-armored warriors, knowing the pain of their weakening poison rests poorly on shoulders accustomed to bearing heavy weights and delivering devastating blows. Piscodaemons are 7 feet tall and weigh 400 pounds.

CR 10 XP 9,600
NE
Medium outsider (aquatic, daemon, evil, extraplanar)
Init +8; Senses darkvision 60 ft., detect good, detect magic, see invisibility; Perception +16
DEFENSE
AC
24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
hp 137 (11d10+77)
Fort +14, Ref +7, Will +9
DR 10/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 21
OFFENSE
Speed
30 ft., swim 50 ft.
Melee 2 claws +18 (2d6+7/18-20/×3 plus grab and 1d6 bleed), tentacles +16 (1d10+3 plus poison)
Special Attacks constrict (2d6+10)
Spell-Like Abilities (CL 11th; concentration +14)
Constant—detect good, detect magic, see invisibility
At will—dispel magic, greater teleport (self plus 50 lbs. of objects only)
3/day—fly, stinking cloud (DC 16)
1/day—summon (level 4, 1d3 hydrodaemons 35%)
STATISTICS
Str
25, Dex 18, Con 24, Int 14, Wis 15, Cha 17
Base Atk +11; CMB +18 (+22 grapple); CMD 32
Feats Critical Focus, Improved Initiative, Multiattack, Power Attack, Sickening Critical, Vital Strike
Skills Escape Artist +18, Intimidate +17, Knowledge (planes) +16, Perception +16, Sense Motive +16, Stealth +18, Survival +16, Swim +29
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
SQ amphibious, augmented critical
ECOLOGY
Environment
any (Abaddon)
Organization solitary, pair, or knot (3–5)
Treasure standard
SPECIAL ABILITIES
Augmented Critical (Ex)
A piscodaemon’s claws threaten a critical hit on an 18–20 and inflict ×3 damage on a successful critical hit.
Poison (Ex) Tentacles—injury; save Fort DC 22; frequency 1/ round for 6 rounds; effect 1d2 Con plus staggered for 1 round; cure 2 consecutive saves.
 

Erodaemon

This blue-skinned woman has ram’s horns, a third eye in her forehead, and a long, scaled tail that ends in a hissing viper’s head.

Erodaemons are the personification of death by heartbreak. Occasionally, erodaemons will work together, but only if doing so results in a greater harvest of crushed mortal souls. In her true form, an erodaemon is 6 feet tall and weighs 150 pounds.

CR 11 XP 12,800
NE
Medium outsider (daemon, evil, extraplanar, shapechanger)
Init +9; Senses darkvision 60 ft., detect good; Perception +20
DEFENSE
AC
25, touch 16, flat-footed 19 (+5 Dex, +1 dodge, +9 natural)
hp 147 (14d10+70)
Fort +9, Ref +14, Will +12
DR 10/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 22
OFFENSE
Speed
30 ft.
Melee bite +19 (1d8+5 plus 1d4 Cha drain), 2 claws +19 (1d6+5)
Special Attacks object of desire, wilting kiss, sneak attack +2d6
Spell-Like Abilities (CL 14th; concentration +20)
Constant—detect good, tongues
At will—death knell (DC 18), detect thoughts (DC 18), greater teleport (self plus 50 lbs. of objects only), unnatural lust (DC 18)
3/day—desecrate, crushing despair (DC 20), enervation, quickened suggestion (DC 19)
1/day—modify memory (DC 20), summon (level 4, 1d3 ceustodaemons 35%), utter contempt (DC 20)
STATISTICS
Str
20, Dex 21, Con 21, Int 19, Wis 16, Cha 22
Base Atk +14; CMB +19; CMD 35
Feats Agile Maneuvers, Combat Reflexes, Deceitful, Dodge, Improved Initiative, Quicken Spell-Like Ability (suggestion), Skill Focus (Bluff)
Skills Bluff +33, Diplomacy +23, Disguise +24, Intimidate +23, Knowledge (local, planes) +21, Perception +20, Sense Motive +20, Sleight of Hand +22, Stealth +22
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.; tongues
ECOLOGY
Environment
any (Abaddon)
Organization solitary, pair, or harem (3–6)
Treasure standard
SPECIAL ABILITIES
Charisma Drain (Su)
A bite from an erodaemon’s tail deals 1d4 points of Charisma drain to the victim. This can be reduced to 1d2 points of Charisma damage with a successful DC 22 Fortitude save. The save DC is Constitution-based.
Object of Desire (Su) While using detect thoughts on a humanoid, an erodaemon can identify the person the target most desires, whether it is a loved one or an object of lust. As a full-round action, the erodaemon can change into the form of this desired person as long as the desired person is a Small, Medium, or Large humanoid. The erodaemon gains a +20 bonus on its Disguise and Bluff checks to impersonate that person and avoid being detected as a fraud. This effect ends if the erodaemon attacks any creature.
Wilting Kiss (Su) As a free action, an erodaemon can draw a willing, helpless, or grappled mortal into a state of obsession with its kiss. The kissed creature must succeed at a DC 23 Will save or become supernaturally obsessed with the erodaemon. Each round the victim is more than 30 feet away from the erodaemon, the victim must attempt an additional DC 23 Will save. Failure means that the sheer pain of the erodaemon’s absence deals 1 point of Charisma damage to the subject that round. Succeeding at this Will save two consecutive times ends the effects of this ability. This is a mind-affecting curse effect. The save DCs are Charisma-based.
 

Meladaemon

This foul creature looks like an emaciated humanoid with the head of a jackal.

As personifications of death from starvation and thirst, these withered fiends spend their time destroying resources and spreading hunger. Deacons of the Horseman of Famine, these creatures visit worlds throughout the planes, destroying acres of crops and slaughtering livestock in order to harvest souls for their honored master. Meladaemons delight in the slow death of starvation, going so far as to experiment with various bodily deficiencies and mortal weaknesses. Arrogant and utterly bound to their patron, meladaemons rarely work with others of their kind and never serve any of the other three Horsemen except in the rarest of circumstances. Meladaemons stand approximately 12 feet tall and weigh 350 pounds.

CR 11 XP 12,800
NE
Large outsider (daemon, evil, extraplanar)
Init +6; Senses darkvision 60 ft., detect good, detect magic; Perception +20
Aura consumptive aura (20 ft.)
DEFENSE
AC
25, touch 15, flat-footed 19 (+6 Dex, +10 natural, –1 size)
hp 147 (14d10+70)
Fort +11, Ref +15, Will +14
DR 10/good; Immune acid, critical hits, death effects, disease, poison, sneak attack; Resist cold 10, electricity 10, fire 10; SR 22
OFFENSE
Speed
30 ft., fly 60 ft. (average)
Melee bite +20 (2d8+6/19–20 plus disease), 2 claws +19 (2d6+6 plus hunger)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 11th; concentration +15)
Constant—detect good, detect magic, see invisibility
At will—cause fear (DC 15), deeper darkness, greater teleport (self plus 50 lbs. of objects only)
3/day—blight (DC 19), diminish plants, quickened magic missile
1/day—horrid wilting (DC 22), waves of fatigue
STATISTICS
Str
22, Dex 22, Con 21, Int 21, Wis 17, Cha 18
Base Atk +14; CMB +21; CMD 37
Feats Blind-Fight, Combat Reflexes, Great Fortitude, Improved Critical (bite), Iron Will, Quicken Spell-Like Ability (magic missile), Weapon Focus (bite)
Skills Bluff +21, Fly +17, Heal +11, Intimidate +21, Knowledge (planes) +22, Knowledge (religion) +22, Perception +20, Sense Motive +20, Spellcraft +22, Stealth +19, Survival +20, Use Magic Device +14
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
ECOLOGY
Environment
any (Abaddon)
Organization solitary, pack (2–5), or cabal (6–12)
Treasure standard
SPECIAL ABILITIES
Consumptive Aura (Su)
A meladaemon radiates an aura of hunger to a radius of 20 feet. Every round a creature begins its turn within this aura, it must succeed at a DC 22 Fortitude save or take 1d6 nonlethal damage and become fatigued from extreme hunger. Creatures that do not need to eat are immune to this effect. The save DC is Constitution-based.
Disease (Ex) Daemonic wasting: Bite—injury; save Fort DC 22; onset 1 day; frequency 1/day; effect 1d4 Con and 1d4 Cha damage; cure 2 consecutive saves. The save DC is Constitution-based.
Hunger (Su) A meladaemon’s claw attack deals an additional 1d6 points of nonlethal damage as it causes sudden pangs of horrific hunger in its foe. Creatures that do not need to eat are immune to this effect.
 

Derghodaemon

A deadly and vicious bouquet of insectile claws sprouts from this horrid, three-legged, multi-eyed beast.

These brutal daemons personify death resulting from violent insanity, such as being murdered by a maniac or torn to shreds by a pack of rabid predators. These insectoid creatures roam the Outer Planes, scavenging battlefields and following the inevitable trail of violence in those hostile worlds. They hunt the weak and dying along the fringe of battles, feeding off their victims’ suffering until they make their kill. Attacks from a derghodaemon often come from within a cloud of biting insects. Brutish and low on intellect, derghodaemons find themselves serving as front-line fighters in fiendish armies. A derghodaemon stands 9 feet tall and weighs 800 pounds.

CR 12 XP 19,200
NE
Large outsider (daemon, evil, extraplanar)
Init +5; Senses all-around vision, darkvision 60 ft., detect magic, see invisibility; Perception +28
Aura feeblemind (DC 20)
DEFENSE
AC
27, touch 14, flat-footed 22 (+5 Dex, +13 natural, –1 size)
hp 161 (14d10+84)
Fort +15, Ref +14, Will +7
DR 10/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 23
OFFENSE
Speed
40 ft.
Melee 5 claws +21 (1d6+8/19–20)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d8+12 plus 2 Con damage)
Spell-Like Abilities (CL 12th; concentration +15)
Constant—detect magic, see invisibility
At will—greater teleport (self plus 50 lbs. of objects only)
3/day—fear (DC 17), quickened summon swarm
1/day—creeping doom, insect plague, summon (level 4, 1 derghodaemon 30%)
STATISTICS
Str
27, Dex 20, Con 22, Int 7, Wis 17, Cha 16
Base Atk +14; CMB +23; CMD 38 (40 vs. trip)
Feats Cleave, Critical Focus, Improved Critical (claws), Power Attack, Quicken Spell-Like Ability (summon swarm), Sickening Critical, Vital Strike
Skills Intimidate +20, Perception +28, Sense Motive +20, Stealth +18
Racial Modifiers +4 Perception
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
SQ swarmwalking
ECOLOGY
Environment
any (Abaddon)
Organization solitary or infestation (2–6)
Treasure standard
SPECIAL ABILITIES
Feeblemind Aura (Su)
By grinding and clicking its mandibles and chitinous plates together (a free action), a derghodaemon can affect all creatures within 30 feet as if by a feeblemind spell. Daemons are immune to this effect, but all other creatures must make a DC 20 Will save to resist the effects. A creature that makes this save is immune to the effect for 24 hours. A creature that fails remains affected as long as the derghodaemon continues to maintain the aura and the subject remains within 30 feet of the derghodaemon. Once either condition ends, the victim of this effect can attempt a new DC 20 Will save once per minute to recover from the effect; otherwise, it can be cured by a heal, limited wish, miracle, or wish spell. A derghodaemon cannot use its spell-like abilities or rend attack in any round in which it uses its feeblemind aura. This is a sonic mind-affecting effect. The save DC is Charisma-based.
Swarmwalking (Su) A derghodaemon is immune to damage or distraction effects caused by swarms.
 

Thanadaemon

Rattling with each stride, this looming, horned, skeletal figure clutches a wicked staff. A seething glow burns in its eye sockets.

While all daemons represent death in some fashion, thanadaemons, the Deacons of Death, represent the inevitable death through old age. Thanadaemons effortlessly work eerie skiffs along every pus- and bile-choked river in Abaddon, including the legendary River Styx. For the right price (typically 50 pp or 2 gems worth at least 300 gp each), a thanadaemon will even carry passengers on its skiff, yet those who travel with these fiends should beware—they frequently renegotiate the terms once they’ve got their passengers in dangerous realms.

CR 13 XP 25,600
NE
Medium outsider (daemon, evil, extraplanar)
Init +7; Senses darkvision 60 ft., true seeing; Perception +25
DEFENSE
AC
27, touch 14, flat-footed 23 (+3 Dex, +1 dodge, +13 natural)
hp 172 (15d10+90)
Fort +11, Ref +12, Will +14
DR 10/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 24
OFFENSE
Speed
30 ft.
Melee +2 quarterstaff +22/+17/+12 (1d6+9 plus energy drain) or 2 claws +20 (1d4+5 plus energy drain)
Special Attacks draining weapon, energy drain (1 level, DC 21), fear gaze, soul crush
Spell-Like Abilities (CL 15th; concentration +19)
Constant—air walk, true seeing
At will—greater teleport (self plus skiff and passengers only), plane shift (self plus skiff and passengers only, Astral, Ethereal, and evil-aligned planes only)
3/day—animate dead, desecrate, enervation
1/day—summon (level 4, 1d4 hydrodaemons 80% or 1 thanadaemon 35%)
STATISTICS
Str
21, Dex 16, Con 23, Int 17, Wis 17, Cha 18
Base Atk +15; CMB +20; CMD 34
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Iron Will, Lunge, Mobility, Power Attack
Skills Acrobatics +21, Bluff +22, Diplomacy +22, Intimidate +22, Knowledge (planes) +21, Knowledge (religion) +21, Perception +25, Sense Motive +25, Stealth +14, Survival +10
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
ECOLOGY
Environment
any (Abaddon)
Organization solitary, pair, or council (3–11)
Treasure standard (+2 quarterstaff, other treasure)
SPECIAL ABILITIES
Draining Weapon (Su)
A thanadaemon’s energy drain attack functions through any melee weapon it wields.
Fear Gaze (Su) Cower in fear for 1d6 rounds, 30 feet, Will DC 21 negates. This is a mind-affecting fear effect. The save DC is Charisma-based.
Soul Crush (Su) A thanadaemon can crush a soul gem (see cacodaemon) as a standard action to gain fast healing 15 for 15 rounds (this is a standard action). This action condemns the crushed soul to Abaddon—resurrecting this victim requires a DC 28 caster level check.
 

Temerdaemon

This humanoid creature’s limbs—four arms and four legs—bend in awkward configurations. It wields a scythe in its largest arms.

Temerdaemons exist to personify accidental death. A knight falls onto her sword; a peasant trips and breaks his neck; a structure fails in ways its builders never foresaw and buries dozens of innocents— and a temerdaemon cackles knowingly in the distance. While true accidents please the fiend, it also delights in engineering incomprehensibly complex plots that lead to the slaughter of as many mortals as possible. A temerdaemon often wades into the aftermath of such catastrophes, carving apart survivors and sowing mass confusion and hysteria.  Temerdaemons only rarely cooperate among themselves, but a trio of them sometimes forms a “trapper gang” to pursue common goals.  A gangly mass consisting of a rotund torso, four arms, and four legs, a temerdaemon is 10 feet long and weighs 1,200 pounds, not counting its often bizarre collection of odd mechanical fetishes and other tinkering equipment.

CR 14 XP 38,400
NE
Large outsider (daemon, evil, extraplanar)
Init +10; Senses darkvision 60 ft.; Perception +27
Aura reaper’s curse (30 ft., DC 23, 10 rounds)
DEFENSE
AC
29, touch 15, flat-footed 23 (+6 Dex, +14 natural, –1 size)
hp 195 (17d10+102)
Fort +16, Ref +13, Will +17
DR 10/good and silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 25
OFFENSE
Speed
30 ft.; air walk
Melee +1 scythe +23/+18/+13/+8 (2d4+8/19–20/×4 plus confusion), 2 claws +16 (1d4+2 plus confusion)
Space 10 ft.; Reach 10 ft.
Special Attacks confusion
Spell-Like Abilities (CL 15th; concentration +20)
Constant—air walk
At will—bestow curse (DC 19), death knell (DC 17), gaseous form, passwall, stone shape, telekinesis (DC 20)
3/day—disintegrate (DC 21), greater dispel magic, illusory wall (DC 19), suggestion (DC 18)
1/day—summon (level 5, 1 temerdaemon 30%)
STATISTICS
Str
21, Dex 22, Con 23, Int 13, Wis 24, Cha 20
Base Atk +17; CMB +23 (+25 trip); CMD 39 (45 vs. trip)
Feats Blinding Critical, Combat Expertise, Critical Focus, Improved Critical (scythe), Improved Initiative, Improved Trip, Lightning Reflexes, Power Attack, Weapon Focus (scythe)
Skills Bluff +25, Intimidate +25, Knowledge (planes, religion) +21, Perception +27, Sense Motive +27, Stealth +22
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
SQ undersized weapons
ECOLOGY
Environment
any (Abaddon)
Organization solitary, pair, or trapper gang (3 temerdaemons and 10–16 cacodaemonsB2)
Treasure standard (+1 scythe, other treasure)
SPECIAL ABILITIES
Confusion (Su)
A creature struck in combat by a temerdaemon’s melee attacks must succeed at a DC 23 Will save or be confused for 1 round. The durations from multiple strikes and failed saving throws stack. This is a mind-affecting effect. The save DC is Charisma-based.
Reaper’s Curse (Su) Creatures within 30 feet of a temerdaemon are afflicted by a profound increase in self-inflicted and ally-inflicted wounds, failures in magic, and similar accidental damage. Arcane spell failure chances from armor are doubled. A creature that rolls a natural 1 on its attack roll automatically rerolls the attack against itself or an ally (50% chance of either). A creature that rolls a natural 1 on its roll to cast defensively suffers a mishap. Skill checks that have consequences if failed by 5 or more (such as Climb, Disable Device, and Swim) have these consequences on all failed checks.
 

Crucidaemon

Its body seemingly made of iron, this shapely feminine form has wrists pierced by chains that end in curved blades.

Bloody representations of death by traps or torture, crucidaemons spend their existence subjecting creatures to an eternity of pain and terror. Whereas many daemons are quick to feed on the soul of mortals they capture, a crucidaemon lets its victims linger, marinating their souls in torment and pain so that when the time for feeding finally comes, they welcome their final oblivion with tears of gratitude. Crucidaemons are 6 feet tall and weigh 250 pounds.

CR 15 XP 51,200
NE
Medium outsider (daemon, evil, extraplanar)
Init +9; Senses darkvision 60 ft., deathwatch, detect good, true seeing; Perception +23
DEFENSE
AC
29, touch 16, flat-footed 23 (+5 Dex, +1 dodge, +13 natural)
hp 212 (17d10+119)
Fort +17, Ref +12, Will +13
DR 10/good and silver; Immune acid, bleed, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 26
OFFENSE
Speed
50 ft.
Melee daggers +29/+29/+24/+19/+14 (1d4+11/17–20 plus bleed)
Space 5 ft.; Reach 10 ft.
Special Attacks bleed (2d6), chained daggers, trap making
Spell-Like Abilities (CL 16th; concentration +25)
Constant—air walk, deathwatch, detect good, true seeing
At will—fear (DC 23), greater teleport (self plus 50 lbs. of objects only), invisibility
3/day—greater glyph of warding (DC 25), hold monster (DC 24)
1/day—insanity (DC 26), summon (level 4, 2 piscodaemons 50%), symbol of pain (DC 24)
STATISTICS
Str
28, Dex 21, Con 24, Int 16, Wis 17, Cha 29
Base Atk +17; CMB +26; CMD 42
Feats Dodge, Improved Critical (daggers), Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Stealthy, Step Up, Weapon Focus (daggers)
Skills Bluff +29, Craft (traps) +31, Disable Device +25, Escape Artist +7, Intimidate +29, Knowledge (arcana, engineering) +11, Perception +23, Sense Motive +16, Spellcraft +18, Stealth +29, Use Magic Device +19
Racial Modifiers +8 Craft (traps)
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
ECOLOGY
Environment
any (Abaddon)
Organization solitary, pair, or inquisition (3–6)
Treasure standard
SPECIAL ABILITIES
Chained Daggers (Su)
A crucidaemon fights with the two daggers chained to its wrists as if dual wielding daggers with a reach of 10 feet (although it can also attack adjacent foes with no penalty). It takes no penalty on attack or damage rolls while wielding both of these daggers at once. These daggers are considered to be +2 daggers that deal 2d6 points of bleed damage. The daggers become nonmagical upon the daemon’s death, and cannot be disarmed. A crucidaemon may remanifest a destroyed dagger as a standard action.
Trap Making (Ex) A crucidaemon can use Disable Device to disarm magic traps. When it uses its greater glyph of warding spell-like ability to create a spell glyph, it may utilize any 6th-level or lower spell from the cleric or the wizard spell list, even though it otherwise can’t cast these spells. The Perception and Disable Device DCs for any traps a crucidaemon creates gain a +2 bonus.
 

Astradaemon

Vaguely humanoid in shape, this gaunt fiend has the face of a hideous fish and a body of lanky limbs and writhing tendrils.

Believed to be creations of the Four Horsemen, astradaemons live out their existence in search of souls to harvest. These deadly creatures are ravening planar predators, openly hunting throughout the void for souls on which to feed. These voracious creatures are the personifications of death resulting from negative energy or level drain. Their vile touch drains life force from their enemies, and even perishing near them sates their thirst for life and souls.

CR 16 XP 76,800
NE
Large outsider (daemon, evil, extraplanar)
Init +7; Senses darkvision 60 ft., deathwatch, true seeing; Perception +22
Aura soul siphon (10 ft.)
DEFENSE
AC
29, touch 17, flat-footed 21 (+7 Dex, +1 dodge, +12 natural, –1 size)
hp 212 (17d10+119)
Fort +12, Ref +17, Will +14
Defensive Abilities displacement; DR 10/good and silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 27
OFFENSE
Speed
90 ft., fly 90 ft. (good)
Melee bite +23 (2d6+5 plus energy drain and grab), 2 claws +23 (1d8+5 plus energy drain), tail slap +18 (1d12+2 plus energy drain)
Space 10 ft.; Reach 10 ft. (15 ft. with tail)
Special Attacks devour soul, energy drain (1 level, DC 25)
Spell-Like Abilities (CL 17th; concentration +24)
Constant—deathwatch, displacement, true seeing
At will—enervation, fear (DC21), greater teleport (self plus 50 lbs. of objects only), vampiric touch
3/day—locate creature, plane shift (DC 24)
1/day—energy drain (DC 24), finger of death (DC 24), summon (level 6, 1d3 derghodaemons 50%)
STATISTICS
Str
21, Dex 25, Con 24, Int 14, Wis 15, Cha 24
Base Atk +17; CMB +23; CMD 41
Feats Combat Reflexes, Dodge, Flyby Attack, Iron Will, Mobility, Nimble Moves, Power Attack, Spring Attack, Weapon Finesse
Skills Acrobatics +24 (+48 jump), Escape Artist +27, Fly +9, Intimidate +27, Knowledge (planes) +22, Perception +22, Sense Motive +22, Stealth +23, Survival +22
Languages Abyssal, Infernal; telepathy 100 ft.
ECOLOGY
Environment
any (Abaddon or Astral Plane)
Organization solitary, pair, or pack (3–6)
Treasure standard
SPECIAL ABILITIES
Devour Soul (Su)
As a standard action, an astradaemon that begins its turn with a grappled opponent can attempt to draw out and consume the soul of its victim, killing it instantly. This ability only works on living creatures, which may resist with a DC 25 Fortitude saving throw. The save is Constitution-based. For every 5 HD of the slain creature, the daemon gains a +1 profane bonus on attacks, saving throws, and checks for 24 hours. This ability does not consume all of the soul, and pieces of it still exist after the daemon completes its feast (enough to be able to resurrect the slain victim normally).
Soul Siphon (Su) If a Small or larger living creature dies within 10 feet of an astradaemon, the daemon gains 1d8 temporary hit points and a +2 bonus to Strength for 10 minutes. These bonuses stack with themselves. Incorporeal undead and living spirits traveling outside the body (such as a person using astral projection or magic jar) take 1d8 points of damage each round within the daemon’s aura.
 

Phasmadaemon

This serpentine monstrosity has the long snout of a crocodile, ram’s horns, and mantis claws projecting from its sinuous body.

Among the most powerful members of daemonkind, the phasmadaemons personify death by fright, and conjure powers of illusion so terrifying that they steal the life from their victims. A phasmadaemon is 25 feet long from snout to tail, but can compress itself into surprisingly small areas thanks to its strange, elastic anatomy. It weighs half a ton.

CR 17 XP 102,400
NE
Large outsider (daemon, evil, extraplanar)
Init +11; Senses darkvision 60 ft., deathwatch, true seeing; Perception +30
Aura frightful presence (60 ft., DC 27)
DEFENSE
AC
32, touch 17, flat-footed 24 (+7 Dex, +1 dodge, +15 natural, –1 size)
hp 264 (23d10+138)
Fort +19, Ref +14, Will +19
Immune acid, death effects, disease, fear, poison; Resist cold 10, electricity 10, fire 10; SR 28
OFFENSE
Speed
30 ft., fly 40 ft. (good)
Melee bite +30 (3d8+8/19–20 plus grab), 2 claws +30 (2d6+8), tail slap +25 (2d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks consume fear, constrict (2d6+8), rend (2 claws, 2d6+12)
Spell-Like Abilities (CL 18th; concentration +24)
Constant—deathwatch, true seeing
At will—greater teleport (self plus 50 lbs. of objects only), persistent image (DC 21)
3/day—greater shadow conjuration (DC 23), greater shadow evocation (DC 24), mirage arcana (DC 21), nightmare (DC 21), permanent image (DC 22), quickened phantasmal killer (DC 20)
1/day—mislead (DC 22), summon (level 8, 1 temerdaemon or 1d3 suspiridaemons 50%), symbol of fear (DC 22), weird (DC 25)
STATISTICS
Str
26, Dex 25, Con 23, Int 17, Wis 18, Cha 22
Base Atk +23; CMB +32 (+36 grapple); CMD 50 (can’t be tripped)
Feats Combat Casting, Combat Reflexes, Dodge, Greater Spell Penetration, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Iron Will, Quicken Spell-Like Ability (phantasmal killer), Spell Penetration, Vital Strike
Skills Bluff +32, Fly +35, Intimidate +32, Knowledge (arcana, planes) +29, Perception +30, Sense Motive +30, Spellcraft +29, Stealth +29
Languages Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ compression, tangible horror
ECOLOGY
Environment
any (Abaddon)
Organization solitary, pair, or cabal (3–4)
Treasure standard
SPECIAL ABILITIES
Consume Fear (Su)
As a standard action, a phasmadaemon that begins its turn grappling an opponent can attempt to feed on the creature’s mortality and innate terror. Any creature that does not succeed at a DC 27 Will save takes 1d6 points of Charisma drain and becomes shaken for 2d4 rounds; in addition, the phasmadaemon gains 5 temporary hit points for every point of Charisma drain dealt this way. If the creature being grappled is already panicked at the beginning of the phasmadaemon’s turn, it must instead succeed at a DC 27 Fortitude save or be slain instantly by the phasmadaemon, which gains a +4 profane bonus on attack rolls, saving throws, and checks for 24 hours as a result of feeding on the death fears of its victim. The save DCs are Charisma-based.
Tangible Horror (Su) A phasmadaemon’s illusion abilities are partially real at a level above and beyond those normally conjured forth by similar illusion spells. If a creature succeeds at its Will save to disbelieve either a phasmadaemon’s greater shadow conjuration or greater shadow evocation spell-like ability, the conjured or evoked spell has 80% of the normal effect or is 80% likely to occur, rather than 60%.
 

Purrodaemon

Dozens of weapons pierce this massive monster’s body. Red eyes glow with wickedness in its vulture-like head.

Deacons of War, purrodaemons ravage the planes as generals of massive battles. They employ creative tactics and never launch an assault without carefully looking over the plans or surveying the battlefield themselves. A purrodaemon is 12 feet tall and weighs 1,300 pounds.

CR 18 XP 153,600
NE
Large outsider (daemon, evil, extraplanar)
Init +10; Senses darkvision 60 ft., true seeing; Perception +26
Aura fear (15 ft., DC 24), unholy aura
DEFENSE
AC
35, touch 19, flat-footed 29 (+4 deflection, +6 Dex, +16 natural, –1 size)
hp 294 (19d10+190)
Fort +25, Ref +21, Will +14
DR 10/good and silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 29
OFFENSE
Speed
30 ft., fly 60 ft. (good)
Melee +2 wounding halberd 2d8+18/19–20/×3, bite +24 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks weapon steep
Spell-Like Abilities (CL 18th; concentration +23)
Constant—true seeing, unholy aura (DC 23)
At will—greater teleport (self plus 50 lbs. of objects only)
3/day—chain lightning (DC 21), cone of cold (DC 20), flame strike (DC 20)
1/day—summon (level 5, 2 derghodaemons 50%)
STATISTICS
Str
32, Dex 23, Con 30, Int 17, Wis 18, Cha 21
Base Atk +19; CMB +31; CMD 51
Feats Combat Expertise, Combat Reflexes, Greater Vital Strike, Improved Critical (halberd), Improved Initiative, Improved Sunder, Improved Vital Strike, Lunge, Power Attack, Quick Draw, Vital Strike, Weapon Focus (halberd)
Skills Acrobatics +28, Bluff +21, Diplomacy +17, Fly +16, Intimidate +27, Knowledge (planes) +25, Perception +26, Sense Motive +26, Spellcraft +23, Stealth +24, Survival +17
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
ECOLOGY
Environment
any (Abaddon)
Organization solitary, patrol (2–5), or unit (6–12)
Treasure standard
SPECIAL ABILITIES
Weapon Steep (Su)
A purrodaemon can sheathe a weapon in its flesh as a swift action. This does no damage to the daemon. If a weapon remains sheathed in its body for at least 24 hours, the weapon absorbs some of its essence and gains magical enhancements. A purrodaemon can have up to a dozen weapons lodged in its body at a time, but only one can possess magical enhancements at a time. The total enhancements cannot exceed a +4 effective enhancement—most purrodaemons opt to create +2 wounding weapons in this manner. A weapon’s enhancements vanish as soon as the purrodaemon dies or releases the weapon. A purrodaemon gains Weapon Focus and Improved Critical as bonus feats as long as it wields a weapon benefiting from its weapon steep ability.
 

Obcisidaemon

This massive fiend has eagle wings, a tusked canine face, and a muscular frame. It wields an immense, cruel-looking halberd.

The towering and devastating obcisidaemon personifies the darkest elements of war. Obcisidaemons strip away the veneer of honor and battlefield glory and the complexity of wartime tactics, leaving behind only the brutal and violent truth of conflict at its core, and then divest it of any humanity to reveal naught but scorched earth and genocide. Reflecting the disgraceful values of ethnic cleansing, depopulation, and all other forms of the clinical, systematic obliteration of civilian populations, obcisidaemons are among the most powerful members of daemonkind. These paragons of inhumanity arrive in the heart of great cities and leave wastelands of rubble and ashes in their wakes. Where an    obcisidaemon walks, not even the ghosts of the dead remain to lament the destruction, for the daemon wipes out not only innocent individuals, but also their entire histories and bloodlines, ensuring that no future exists for its victims in any sense of the word.  When a mortal commits an act of genocide in life and goes to Abaddon in death, it has a chance of forming into an obcisidaemon if it survives long enough as a member of the hunted. Such individuals rarely have trouble managing the unforgiving wastes, as they have already proven willing to destroy any and all possible allies in order to ensure their own survival, making betrayal an impossibility and solitude an inevitability. A vicious soul that eventually develops into an obcisidaemon becomes a lone, wandering mass of slaughter that acts as a harbinger of undiscriminating and unforgiving death to all who dare stand in its path. In life, the soul perhaps desired to kill only a particular chosen population; as an obcisidaemon, however, the being seeks the obliteration of all mortals.  Peculiar to an obcisidaemon is the cloak of souls that seems to seep from its enormous body, a symbol of its destructive abilities providing onlookers a hint of the sheer scope of its murderous capabilities. When an obcisidaemon lays slaughter to entire populations, it does not feast on all of the souls at once, but captures victims for later use. When the fiend needs to unleash a particularly potent rampage upon a resistant population, it consumes these reserved souls in order to strengthen its powers and ensure its success in total annihilation. Some obcisidaemons have developed eldritch methods to craft and shape these soul fragments, and use them to drape themselves in the material.  Devoted to the wanton, systematic slaughter of all mortal life, most obcisidaemons serve Szuriel, the Horseman of War, who shares similar ideals. In her service, obcisidaemons act as high-ranking officers at the head of armies of purrodaemons, to take advantage of their skill at the pragmatic art of organized massacres. Occasionally, an obcisidaemon instead serves Apollyon, occupying a similar role at the head of a titanic flight of leukodaemons sowing clouds of poison across miles of terrain in its passing. Sometimes, an amassed group of obcisidaemons might trail behind an invading daemonic army, guaranteeing that no trace of the butchered mortals remains among the ashes and salted earth. These obcisidaemons not only ensure that all life perishes, but that the land is thereafter uninhabitable by any living creatures.  Some obcisidaemons serve no particular member of the Four Horsemen, instead choosing to function as independent agents of genocide and endless eons of wartime slaughter. These nomadic, self-serving beings wander from plane to plane, laying waste to one civilization after another. Some obcisidaemons intentionally spread their true names to the Material Plane, hoping for a foolish evil summoner to call upon them, knowing that no mere mortal could control their awesome power. Such summoners often end up among the first souls to be devoured and woven into the cloud of tormented spirits that cloaks the rampaging obcisidaemon.  Obcisidaemons stand 25 feet tall, have wingspans of 30 feet, and weigh over 15,000 pounds, but rumors whisper of specimens that are nearly three times this size.

CR 19 XP 204,800
NE
Gargantuan outsider (daemon, evil, extraplanar)
Init +4; Senses darkvision 60 ft., deathwatch, true seeing; Perception +30
Aura scorched earth (60 ft., DC 28), unholy aura (DC 25)
DEFENSE
AC
34, touch 14, flat-footed 30 (+4 deflection, +4 Dex, +20 natural, –4 size)
hp 319 (22d10+198)
Fort +26, Ref +15, Will +22
DR 15/good and silver; Immune acid, death effects, disease, poison; Resist cold 30, electricity 30, fire 30; SR 30
OFFENSE
Speed
30 ft., fly 60 ft. (average)
Melee +1 unholy halberd +28/+23/+18/+13 (4d8+13/19–20/×3 plus inherit soul), bite +21 (2d8+4)
Space 20 ft.; Reach 20 ft.
Special Attacks cloak of souls
Spell-Like Abilities (CL 20th; concentration +27)
Constant—deathwatch, true seeing, unholy aura (DC 25)
At will—cloudkill (DC 22), greater teleport (self plus 50 lbs. of objects only)
3/day—quickened cloudkill (DC 22), destruction (DC 24), fire storm (DC 25), incendiary cloud (DC 25), spell turning
1/day—mass hold person (DC 24), meteor swarm (DC 26), summon (level 9, 1 purrodaemon 50%)
STATISTICS
Str
26, Dex 19, Con 28, Int 13, Wis 21, Cha 24
Base Atk +22; CMB +34 (+38 sunder); CMD 52 (54 vs. sunder)
Feats Bleeding Critical, Critical Focus, Greater Sunder, Greater Vital Strike, Improved Critical (halberd), Improved Sunder, Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (cloudkill), Vital Strike, Weapon Focus (halberd)
Skills Bluff +32, Fly +23, Intimidate +32, Knowledge (history, planes) +15, Perception +30, Sense Motive +30, Spellcraft +26
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
SQ warfare mastery
ECOLOGY
Environment
any (Abaddon)
Organization solitary, pair, or holocaust (3–6)
Treasure standard (+1 unholy halberd, other treasure)
SPECIAL ABILITIES
Cloak of Souls (Su)
An obcisidaemon is attended by the souls it has captured—a mass often resembling a tattered, ethereal cloak or a roiling cloud of dust at its feet. When an obcisidaemon successfully captures a soul with its inherit soul ability, the soul becomes a part of its cloak of souls, taking up one soul slot. An obcisidaemon has a number of soul slots equal to its Charisma modifier (7 for the typical obcisidaemon). Destroying the daemon frees any souls in its cloak, though this does not return the deceased creatures to life. Any attempt to resurrect a creature whose soul is trapped in a cloak of souls requires a DC 28 caster level check. Failure results in the spell having no effect, while success tears the victim’s soul free from the cloak and returns the creature to life as normal. If the daemon is in an unholy location, such as that created by an unhallow spell or on Abaddon, the DC of this caster level check increases by 2. Once a soul is consumed, only miracle or wish can restore the creature to life. As a swift action, an obcisidaemon can consume a soul from its cloak to achieve one of the following effects.
• Increase the save DC of the next spell-like ability the obcisidaemon uses that round by 2.
• Gain the benefit of a heal spell.
• Grant a single weapon wielded by the obcisidaemon one of the following weapon abilities for 1 round: flaming burst, icy burst, shocking burst, or wounding.
Inherit Soul (Su) Whenever an obcisidaemon kills a creature with a weapon it wields, that creature must immediately succeed at a DC 30 Fortitude save or be consumed by the daemon’s cloak of souls. This is a death effect. If the cloak cannot consume this soul without exceeding its number of soul slots, the daemon can release a soul as a free action in order to make room for the new soul; otherwise, the killed creature automatically succeeds at its save and its soul is not absorbed. The save DC is Constitution-based.
Scorched Earth (Su) A creature that dies within 60 feet of an obcisidaemon and is not drawn into the daemon’s cloak of souls via its inherit soul ability must immediately succeed at a DC 28 Fortitude save or its body is utterly consumed in unholy fire equivalent to the effect of a destruction spell. The save DC is Charisma-based.
Warfare Mastery (Ex) Although the typical obcisidaemon fights with a halberd, these daemons are proficient with all weapons. An obcisidaemon will sometimes eschew the typical +1 unholy halberd its kind favors for the favored weapon of the specific Horseman it serves.
 

Olethrodaemon

Crowned with a wicked array of twisted horns, this wide-mouthed, spherical behemoth stands on four stout legs.

While some of the more powerful daemons are servitors to one of the Four Horsemen, olethrodaemons serve as juggernauts for all of the Four. These massive creatures are the embodiment of death and destruction — the very vessels of apocalypse that daemons wish to see wrought upon the multiverse. These nihilistic behemoths roam the gray expanses of Abaddon, feasting on the souls of evil mortals damned to their realm. When on the Material Plane, olethrodaemons act as agents of destruction, spreading ruin and devouring mortal souls as they plow through cities and countrysides, bent on devastation. It’s rare for a mortal to be able to control such a potent force, but sometimes mad spellcasters utilize effects like gate to urge an olethrodaemon to visit a devastating holocaust upon an enemy region—the olethrodaemon generally does not hold a grudge against a mortal that asks such a service from it. These immense creatures stand over 25 feet tall and weigh close to 12,000 pounds, their powerful, muscular bodies covered by durable plates and head thronged with dangerous, twisted horns. Olethrodaemons stand on four stout legs, and possess an equal number of arms, each ending in wickedly sharp claws able to tear through stone as easily as flesh. The creature’s eyes, as well as its two mouths, glow like coals in a kiln. The creature feeds on souls and has multiple stomachs to digest mortal essences. While not as intelligent or scheming as many other powerful daemons (or other fiends who match their power, for that matter), olethrodaemons remain dangerous foes. They do not generally wish to lead armies and gain power by control, but rather to revel in the evil purity of annihilation. Among olethrodaemons, the greatest desire is to be the one to devour the very last mortal soul. They angle and shove for this honor, often ceding a city or group of victims to a rival if they believe that, in so doing, they might gain the advantage of positioning to consume the final soul once the multiverse has been devoured.

OLETHRODAEMON PARAGONS
Just as powerful balors become lords and pit fiends clamor for positions as infernal dukes, olethrodaemons can achieve a unique level of power among their kin. These creatures are known as paragons, and gain this level of power by pledging their loyalty to one of the Four Horsemen as a chosen agent of apocalypse. These advanced olethrodaemons specialize in their patron’s particular method of annihilation, their abilities evolving to suit the method of ruin. An olethrodaemon paragon generally has from 4 to 8 additional Hit Dice, and is usually a CR 22 to CR 24 creature. Some planar scholars postulate that olethrodaemons are actually the creations of the Four Horsemen, and that the Four worked foul rites upon a fifth Horseman, with these interactions spawning olethrodaemons to serve their will and spread oblivion throughout the multiverse. The abilities of these chosen spawn warp to the tendencies of their daemonic lords. Olethrodaemons serving the Horseman of Pestilence can infect their victims with a powerful disease by means of all their natural attacks. Creatures who succumb to this attack are affected as if by a maximized contagion spell, heightened to 9th level. Olethrodaemons serving the Horseman of War can imbue their natural attacks with additional properties. As a free action, an olethrodaemon can apply any special weapon property equivalent to a +2 enhancement to its bite, claw, gore, or trample attacks for 1 round—most of these olethrodaemon paragons elect to grant their natural weapons the unholy enhancement. Olethrodaemons serving the Horseman of Famine gain the consumptive aura ability of the meladaemon, but the nonlethal damage dealt increases to 6d6 and victims who succumb become exhausted rather than merely fatigued. Olethrodaemons serving the Horseman of Death gain the ability to inf lict a negative level on a foe each time they strike with a claw attack, or else gain the ability to cause those they damage to age rapidly and grow old and frail with hideous speed.

CR 20 XP 307,200
NE
Gargantuan outsider (daemon, evil, extraplanar)
Init +12; Senses darkvision 60 ft., true seeing; Perception +31
Aura unholy aura
DEFENSE
AC
38, touch 18, flat-footed 30 (+4 deflection, +8 Dex, +20 natural, –4 size)
hp 370 (20d10+260)
Fort +29, Ref +18, Will +26
DR 10/good and silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 31
OFFENSE
Speed
40 ft., burrow 50 ft.
Melee 2 bites +28 (2d8+12/19–20 plus grab), 4 claws +28 (2d6+12 plus grab), gore +28 (2d8+12)
Space 20 ft.; Reach 20 ft.
Special Attacks drain soul, soul-drained breath, trample (2d8+18, DC 32)
Spell-Like Abilities (CL 20th; concentration +27)
Constant—air walk, true seeing, unholy aura (DC 25)
At will—greater teleport (self plus 50 lbs. objects only), telekinesis, wall of fire, wall of ice
3/day—quickened disintegrate (DC 23), wall of force
1/day—blasphemy (DC 24), summon (level 9, any 1 CR 19 or lower daemon, 100%), wail of the banshee (DC 26)
STATISTICS
Str
35, Dex 26, Con 37, Int 12, Wis 26, Cha 25
Base Atk +20; CMB +36 (+40 grapple); CMD 54 (58 vs. trip)
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Sunder, Iron Will, Power Attack, Quicken Spell-Like Ability (disintegrate)
Skills Climb +35, Intimidate +30, Knowledge (planes) +24, Perception +31, Sense Motive +31, Stealth +19, Survival +31
Languages Abyssal, Infernal; telepathy 100 ft.
SQ adamantine claws
ECOLOGY
Environment
any (Abaddon)
Organization solitary, pair, or apocalypse (3–5)
Treasure standard
SPECIAL ABILITIES
Adamantine Claws (Ex)
Able to tear through stone, an olethrodaemon’s claws are treated as though they were adamantine. This ability also allows an olethrodaemon to make use of its burrow speed through stone.
Drain Soul (Su) A creature grappled by an olethrodaemon’s grab attack from its claws can be transferred to its mouth as a move action requiring no combat maneuver check. As a standard action, an olethrodaemon that begins its turn with an opponent grappled in either of its mouths can swallow the opponent by succeeding on another grapple check. If successful, the creature is swallowed into one of the olethrodaemon’s many stomachs. These stomachs grind their contents and drain the life force from living creatures. Every round a creature remains in an olethrodaemon’s stomach, it takes 4d8+18 points of damage and gains 1d4 negative levels. The creature can attempt to cut its way out of the olethrodaemon’s stomach, but it suffers the chance of just cutting into another stomach chamber. An olethrodaemon’s stomach is AC 20 and has 40 hit points. Once a creature deals enough damage to allow escape, it has a 50% chance to end up in another stomach chamber instead of escaping. Due to the multiple stomach chambers, an olethrodaemon can house and drain up to four medium creatures at one time. This ability otherwise functions as the swallow whole special attack. It is a DC 33 Fortitude save to remove negative levels gained in this fashion. This save is Constitution-based.
Soul-Drained Breath (Su) An olethrodaemon can convert life energy it has consumed into a potent breath weapon. Up to three times per day, but no more often than once every 1d4 rounds, an olethrodaemon can expel a 120-foot line or a 60-foot cone of shrieking black smoke and wind from one of its mouths as a standard action. Any living creature in the area of this attack takes 20d10 points of damage from negative energy, or half on a successful DC 27 Reflex save. Undead creatures caught in this negative energy are healed for the same amount instead of damaged. The save DC for this effect is Charisma-based.
 

Apocalypse Horse

Little more than a walking corpse, this frightful horse’s hide stretches tight over its bones.

The apocalypse horse is less a particularly puissant nightmare or powerful equine daemon than a living extension of one of the Four Horsemen. There only four at any time: the white horse of Pestilence, the pale horse of Death, the red horse of War, and the black horse of Famine. While for the most part the Horsemen use their mounts themselves, they have been known to lend these mounts to favored daemonic or mortal servitors. The four apocalypse horses have also been known to travel the Material Plane or other planes on their own or in a group, often as a precursor to more direct attention to a world from the Horsemen. While each of the four apocalypse horses have similar statistics overall, they have unique abilities and personalities suited to their specific theme.  An apocalypse horse is similar in size to a large horse, standing 7 feet tall at the shoulder and weighing 1,500 pounds despite its nearly skeletal frame.

THE BLACK HORSE  
The Black Horse of Trelmarixian is the Horse of Famine. Its body looks particularly emaciated, with its midnight flesh clinging to its skeletal frame, showing the bones beneath in stark relief. Its body seems to tremble and shake as it moves, yet the Black Horse remains hearty and healthy despite this apparent malnutrition.

THE PALE HORSE  
The Pale Horse of Charon is the Horse of Death. Its body looks long-dead; its flesh is tinged green with mold and decay and pocked with holes that allow the bones within to show through.

THE RED HORSE  
The Red Horse of Szuriel is the Horse of War. It appears hearty and fit and almost as a living horse (unlike the other three apocalypse horses’ appearances), though it is soaked in blood and covered in gore. Often, the Red Horse manifests horrific and gory wounds on its body, but these wounds are entirely cosmetic and do not weaken the Red Horse at all.

THE WHITE HORSE  
The White Horse of Apollyon is the Horse of Pestilence. Its body looks filthy and festering, covered with foul pus-dripping sores and rancid boils squirming with maggots.

CR 25 XP 1,638,400
NE
Large outsider (evil, extraplanar)
Init +13; Senses darkvision 60 ft., scent, true seeing; Perception +38
Aura unholy aura (DC 25)
DEFENSE
AC
43, touch 23, flat-footed 33 (+4 deflection, +9 Dex, +1 dodge, +20 natural, –1 size)
hp 555 (30d10+390); fast healing 20
Fort +27, Ref +30, Will +28  Defensive Ability unyielding to oblivion; DR 15/epic and good; Immune ability damage, ability drain, acid, death effects, disease, energy drain, negative levels, poison; Resist cold 30, electricity 30, fire 30; SR 36
OFFENSE
Speed
90 ft.; air walk
Melee bite +39 (6d10+10/19–20 plus energy drain), 2 hooves +39 (8d8+15/19–20 plus energy drain)
Space 10 ft.; Reach 10 ft.
Special Attacks apocalyptic breath weapon, crushing hooves, trample (4d10+15 plus energy drain, DC 32)
Spell-Like Abilities (CL 25th; concentration +32)
Constant—air walk, unholy aura (DC 25)
At will—greater teleport (self plus rider only)
3/day—plane shift (self plus rider only)
STATISTICS
Str
30, Dex 28, Con 36, Int 13, Wis 21, Cha 25
Base Atk +30; CMB +41 (+45 bull rush); CMD 65 (67 vs. bull rush, 69 vs. trip)
Feats Combat Casting, Combat Reflexes, Critical Focus, Dodge, Greater Bull Rush, Improved Bull Rush, Improved Critical (bite, hoof), Improved Initiative, Improved Iron Will, Iron Will, Mobility, Power Attack, Spring Attack, Staggering Critical
Skills Acrobatics +42, Intimidate +40, Knowledge (planes) +34, Perception +38, Sense Motive +38, Stealth +38, Survival +38
Languages Abyssal, Infernal; telepathy 300 ft.
SQ favor of the four
ECOLOGY
Environment
any (Abaddon)
Organization solitary (unique), group (all four apocalypse horses), or with associated Horseman
Treasure none
SPECIAL ABILITIES
Apocalyptic Breath Weapon (Su)
Each apocalypse horse has a breath weapon it can use once every 1d4 rounds as a standard action. The breath weapon always fills a 90-foot cone, and can be resisted with a successful DC 38 Reflex save, but the exact effects of the breath weapon depend on the horse as listed below. The save DC is Constitution-based.
Crushing Hooves (Ex) An apocalypse horse’s hoof attacks are primary natural attacks that deal bludgeoning and slashing damage, and add 1-1/2 times its Strength modifier to damage.
Energy Drain (Su) An apocalypse horse inflicts 1 negative level whenever it hits with a bite or a hoof attack. When it tramples a creature, it inflicts 1 negative level unless the creature trampled fails a DC 32 Fortitude save, in which case the creature takes 1d4 negative levels. The save DC is Charisma-based.
Favor of the Four (Su) Each apocalypse horse has several unique, thematic spell-like abilities and a unique breath weapon based on which of the four Horsemen it serves.
Unyielding to Oblivion (Su) Intrinsically linked to their riders, apocalypse horses cannot die in the presence of their Horsemen. When being ridden or within 300 feet of its associated Horseman, rather than falling unconscious when below 0 hit points, an apocalypse horse instead gains the staggered condition, with additional damage simply increasing its number of negative hit points but carrying no other penalties. An apocalypse horse that is slain by a spell that causes instantaneous death rises as per true resurrection 1 round later, reconstituted in a manner consistent with its rider’s theme. Whenever an apocalypse horse fails a saving throw against any mind-affecting, petrification, polymorph, or immobilizing effect (including binding, imprisonment, and temporal stasis), it can attempt a new saving throw at the end of its turn to remove the effect as long as its associated Horseman remains within 300 feet of where the effect originally targeted the apocalypse horse. Attempting this new saving throw requires no action. An apocalypse horse can attempt a new save to end the effect once per round. An apocalypse horse more than 300 feet from its associated Horseman loses all benefits of the Unyielding to Oblivion ability.

THE BLACK HORSE OF FAMINE
Additional Spell-Like Abilities

3/day—diminish plants, feast of ashes (DC 19), waves of fatigue
1/day—curse of fell seasons, mass hunger for flesh (DC 24)
Apocalyptic Breath Weapon (Su) The Black Horse’s breath weapon deals 2d4 points of Constitution damage (Reflex half). A creature that takes damage from this breath weapon becomes exhausted. This is a curse effect.

THE PALE HORSE OF DEATH
Additional Spell-Like Abilities

3/day—death knell (DC 19), sands of time (DC 20), slay living (DC 22)
1/day—destruction (DC 24), power word kill
Apocalyptic Breath Weapon (Su) The Pale Horse’s breath weapon deals 20d8 points of negative energy damage (Reflex half). A creature that takes damage from this breath weapon also gains 1 negative level. This is a death effect.

THE RED HORSE OF WAR
Additional Spell-Like Abilities

3/day—haste, mass pain strike (DC 22), spiritual weapon
1/day—implosion (DC 26), mass inflict serious wounds (DC 24)
Apocalyptic Breath Weapon (Su) The Red Horse’s breath weapon causes wracking, crippling pain, dealing 2d4 points of Dexterity damage (Reflex half). A creature that takes damage from this breath weapon becomes staggered for 1 round. This is a pain effect.

THE WHITE HORSE OF PESTILENCE
Additional Spell-Like Abilities

3/day—fester (DC 19), greater contagion (DC 22), stinking cloud (DC 20)
1/day—cursed earth, plague storm (DC 24)
Apocalyptic Breath Weapon (Su) The White Horse’s breath weapon causes the victim to atrophy and grow feeble from wasting disease and leprous symptoms, dealing 2d4 points of Strength damage (Reflex half). A creature that takes damage from this breath weapon is sickened for 24 hours. This is a disease effect.
 

Horseman of Famine, Trelmarxixian

This starving-thin man has a trio of jackal’s heads with jagged, crystalline teeth. His oily black flesh ripples disturbingly.

The youngest but perhaps most ambitious of the Four, Trelmarixian the Black obsesses over soul consumption, riding the line between brutal, amoral science and quasi-religious zealotry. A perpetually ravenous shapeshifting horror, Trelmarixian maintains a three-headed humanoid shape—but only just, with his frame constantly shuddering and shifting and threatening to slump into a protoplasmic slurry of bile, blood, and mucus. Trelmarixian was once a meladaemon himself, and his meladaemon servitors, while always emaciated and bestial, have become more canine in appearance under his rule. When the so-called Lysogenic Prince rose to power, he overthrew and consumed his predecessor, but he maintains a fragment of her existence within him to fuel periodic bouts of parasitic rage. Trelmarixian embodies not only starvation, but also the broader concept of wasting, both physical and metaphysical, particularly the lingering dooms of cancer, parasitism, and spiritual decay. Like the viral afflictions he represents, the Horseman of Famine behaves like his chosen concept in a concrete manner, having secretively inserted fragments of his physical form into many of his servitors. This bombards him with sensory information on a truly maddening scale, and thus Trelmarixian’s fragmented mind brims with insanity and a multitude of voices, including that of his predecessor. He still adores her in his own fashion, and she in turn speaks to him, advising as she sees fit or mocking his shortcomings like an aggressive, self-aware conscience. By force of will, he can silence the voices, but the thing that haunts him more than any of these cannot be so easily dismissed. Most daemons retain only fractured, fragmented recollections of their mortal life. Trelmarixian, on the other hand, remembers everything save for the last few minutes of his life. As a mortal, daemon-blooded tiefling, Trelmarixian exterminated all life on his world with a work of profound sorcery, but in doing so he condemned himself to starvation. Near the moment of his agonizing death, he recalls someone talking to him, asking him questions and mocking his success as paltry compared to what awaited him after death. Despite his destruction of everyone he had ever known in life, someone was there, and he cannot remember that person’s face or final words. Trelmarixian’s memories haunt him still, as does the question of whose blood his soul carried, and thus who may still have some unknown claim on him, such as a long-dead Horseman of Famine. He’s likewise haunted by the notion that he was born to be the vector for his progenitor’s return—one virus within another, waiting and incubating, to someday express itself and snuff him out as he did his own predecessor. Trelmarixian’s domain, the Withered Court, is a realm of biological and metaphysical horrors, towers spun from flesh and bone with mortal souls used like living, screaming bricks, each mournfully crying out in the constant pangs of starvation. In this realm of horrors, his servitors devour as much as they craft, warping souls into nightmarish wonders while their master continues his nihilistic work within his citadel, the miles-high Weeping Tower.

TRELMARIXIAN'S CULT
Trelmarixian is worshiped by all those touched by famine and the broader concept of wasting, including evil druids, gryphs, hungry ghosts, and victims of starvation. Trelmarixian also holds the allegiance of many of the daemon-worshiping and daemon-created urdefhan race. The Lysogenic Prince is further served by astradaemons, derghodaemons, fiendish jackals and jackal monsters, ghouls, scavengers, vampires, vermin, and wendigos, but also by those who have been driven to madness or cannibalism by starvation. Trelmarixian’s unholy symbol is a jackal skull viewed from the side as it clutches a solar eclipse in its jaws, and the spiked gauntlet is his favored weapon. He grants access to the domains of Earth, Evil, Madness, and Weather, and to the subdomains of Daemon, Decay, Insanity, and Seasons.

CR 27 XP 3,276,800
NE Medium outsider (daemon, evil, extraplanar)
        Within Trelmarxixian's realm the Withered Court?  Yes/No
Init +13; Senses darkvision 60 ft., detect good, true seeing; Perception +46
Aura frightful presence (120 ft., DC 36), unholy aura (DC 28)
DEFENSE
AC 45, touch 35, flat-footed 36 (+4 deflection, +9 Dex, +10 natural, +12 profane)
hp 656 (32d10+480); regeneration 20 (deific or mythic)
Fort +29, Ref +31, Will +33
Defensive Abilities amorphous, apocalyptic resurrection, freedom of movement; DR 20/epic, good, and silver; Immune ability damage, ability drain, acid, charm effects, compulsion effects, death effects, disease, energy drain, petrification, poison; Resist cold 30, electricity 30, fire 30; SR 38
OFFENSE
Speed 30 ft., fly 30 ft. (average)
Melee 3 bites +46 (4d6+21/19–20 plus energy drain), 2 claws +46 (3d8+14/19–20 plus grab)
Special Attacks energy drain (1 level, DC 36), fast swallow, predecessor’s rage, ravenous devourer, swallow whole (10d6 acid damage and 1d6 Wisdom drain, AC 15, 65 hp), wail of the consumed
Spell-Like Abilities (CL 27th; concentration +37)
Constant—detect good, freedom of movement, true seeing, unholy aura (DC 28)
At will—astral projection, blasphemy (DC 27), desecrate, greater dispel magic, greater teleport, shapechange, telekinesis (DC 25), unhallow, unholy blight (DC 24)
3/day—control weather, horrid wilting (DC 28), quickened hunger for flesh (DC 24), insanity (DC 27), mass hunger for flesh (DC 27), plane shift (DC 27), soul bind (DC 29), summon daemon, waves of fatigue
1/day—imprisonment (DC 29), time stop, wish
STATISTICS
Str 38, Dex 29, Con 40, Int 31, Wis 32, Cha 31
Base Atk +32; CMB +46 (+48 trip); CMD 81 (83 vs. trip)
Feats Combat Expertise, Combat Reflexes, Critical Focus, Greater Vital Strike, Improved Critical (bite, claw), Improved Initiative, Improved Trip, Improved Vital Strike, Mounted Combat, Power Attack, Quicken Spell-Like Ability (hunger for flesh), Ride-By Attack, Spirited Charge, Tiring Critical, Vital Strike
Skills Acrobatics +41, Bluff +45, Fly +44, Intimidate +45, Knowledge (arcana, dungeoneering, engineering, history, religion) +42, Knowledge (planes) +45, Perception +46, Ride +44, Sense Motive +46, Spellcraft +45, Stealth +44, Use Magic Device +45
Languages Abyssal, Celestial, Common, Infernal; telepathy 300 ft.
ECOLOGY
Environment any (Abaddon)
Organization solitary or mounted (Trelmarixian and the Black Horse)
Treasure triple
SPECIAL ABILITIES
Apocalyptic Resurrection (Ex) If a Horseman is killed, its body withers away into rot and corruption, leaving behind any gear it held or carried, while it is immediately restored to life (as per true resurrection) in a location of its choice in its domain. A Horseman can’t use this ability again for 1 year and avoids direct combat if possible until that year has passed. If slain again within 1 year or if killed by unusual methods (such as by a true deity, an artifact created for this purpose, or another Horseman), a Horseman is slain forever. When this occurs, the CRs of the three remaining Horsemen immediately increase by 1 (typically via gaining a few Hit Dice and perhaps increasing some ability scores by 2 to 4 points), while an entirely new Horseman ascends to the vacant role as a CR 27 demigod with its own unique abilities.
Frightful Presence (Su) A Horseman can activate its frightful presence as a free action as part of any attack, spell-like ability, or special attack, or by speaking aloud.
Predecessor’s Rage (Su) Trelmarixian consumed the previous Horseman of Famine, and portions of that previous Horseman’s essence still exist within Trelmarixian’s belly, being slowly digested like a sweet, spiritual lozenge. This previous Horseman was herself a parasitic entity, and once per hour as an immediate action, Trelmarixian can lower his resistance to his predecessor’s rage to allow her to infuse him with fury from within. When Trelmarixian does so, he gains the effects of righteous might, and his regeneration increases to 30 for 4 rounds. When this effect ends, Trelmarixian is staggered for 1d4+1 rounds if he fails a DC 35 Fortitude save, or for only 1 round if he succeeds.
Ravenous Devourer (Ex) Trelmarixian’s bite attacks always apply 1-1/2 × his Strength modifier to his damage.
Summon Daemon (Sp) Three times per day as a swift action, a Horseman can summon any daemon or combination of daemons whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.
Swallow Whole (Su) Trelmarixian’s swallow whole ability is a supernatural ability that can affect Huge or smaller creatures, despite the fact that Trelmarixian is only Medium. His stomach functions similarly to an extradimensional space and can hold any number of creatures. If Trelmarixian swallows an object that contains an extradimensional space (such as a bag of holding or a portable hole), that object cannot be opened while it is within the Horseman of Famine’s belly, but it does not otherwise interact with his stomach in a destructive way.
Wail of the Consumed (Su) Trelmarixian can, as a standard action once every 1d4 rounds, call upon the tattered fragments of the innumerable souls he has consumed to unleash a mind-shattering wail. This affects all creatures within a 60-foot spread. Affected creatures take 1d10 points of Wisdom drain and are stunned for 1 round. A creature that succeeds at a DC 36 Will save instead takes 1d4 points of Wisdom damage and is staggered for 1 round. This is a sonic mind-affecting effect. The save DC is Charisma-based.
 

Horseman of War, Szuriel

This blond woman’s pitch-black eyes weep tears of blood, and a massive pair of raven’s wings spreads from her shoulders.

At first glance, Szuriel seems a triumphant, angelic figure. With her ivory skin, flowing golden hair, flawless and powerful body clothed in a coil of unsullied silk, and wings the blue-black of a raven, she appears as a personification of glory from on high—a veritable goddess of war. Up close, however, this impression quickly fades. Mirrored and black as onyx, Szuriel’s eyes bleed constantly in crimson rivulets that run down her cheeks and fall to the ground. When she deigns to smile, she reveals a mouth of jagged, razor-sharp fangs more befitting a shark or dragon than anything humanoid. Szuriel’s greatsword, Lamentation of the Faithless, has been wielded by every Horseman of War dating back to the first, and it is said to be the corrupted blade of an ancient and forgotten empyreal lord. The Horseman of War was once a fallen mortal paladin. After she was excommunicated for her sins, she became a conquering general and finally a ruling empress who slaughtered the followers of her former faith. Her own death came not on the battlefield but by an assassin’s blade, yet this merely opened the greatest chapter in her conquests by propelling her into Abaddon and, in time, the role of the Horseman of War. Szuriel makes open mockery of all angels, playing upon their thematic elements in her warped, destructive interactions with mortals, awing both the misguided and those fully cognizant of her nature. Her cults often portray her not as a paragon of destruction, conquest, and genocide, but as promising righteous victory, with the souls of fallen soldiers elevated to paradise regardless of what horrific crimes they commit. Szuriel’s armies represent the largest and most strictly organized force in Abaddon, but at any given moment, fully half of the Horseman’s armies are scattered throughout the planes in mercenary service to various Abyssal lords, archdevils, and whatever other forces purchase their services. Most times, that price is steep, as Szuriel demands living mortals or souls, or the right to consume those who fall upon the field of battle. When her armies march upon the mortal plane, they honor their commitments just long enough to make their “allies” complacent before engaging in systematic genocide.

SZURIEL'S CULT
Szuriel is worshiped by those associated with every facet of war, including everything leading up to it and arising in its bloody wake. Arms dealers, looters, mercenaries, soldiers, and warlords worship the Angel of Desolation. Szuriel also holds the allegiance of a significant number of the daemon-worshiping and daemon-created urdefhan race. The Seraph of Devastation is served by her deacon race of purrodaemons as well as carrion eaters, obcisidaemons, undead soldiers, war beasts, and warsworn. Szuriel’s unholy symbol is a pale hand and black sword, and the greatsword is her favored weapon. She grants access to the domains of Evil, Fire, Strength, and War, and to the subdomains of Blood, Daemon, Ferocity, and Tactics.

LAMENTATION OF THE FAITHLESS
Slot
none; CL 28th; Weight 8 lbs.; Aura overwhelming all
Szuriel’s weapon is Lamentation of the Faithless, a blackbladed +5 speed unholy greatsword. When using the blade to attack, Szuriel regains 1d6 hit points with each successful hit. If Szuriel presents her sword as a standard action, all creatures within 60 feet that view it are blinded and affected by crushing despair for 1d4+1 rounds unless they succeed at a DC 30 Will save. Creatures with the good subtype and divine spellcasters take a –4 penalty on this save. As a standard action, Szuriel can call the sword to her hand from any distance, including across planar boundaries.
DESTRUCTION
The sword shatters and sublimates if it is ever placed in the empty, walled garden at the summit of Heaven’s mountain by a risen, repentant fiend.

CR 28 XP 4,915,200
NE Medium outsider (daemon, evil, extraplanar)
        Within Szuriel's realm, the Cinder Furnace?  Yes/No
Init +13; Senses darkvision 60 ft., detect good, true seeing; Perception +46
Aura frightful presence (120 ft., DC 36), unholy aura (DC 28)
DEFENSE
AC 46, touch 35, flat-footed 37 (+4 deflection, +9 Dex, +11 natural, +12 profane)
hp 676 (33d10+495); regeneration 20 (deific or mythic)
Fort +30, Ref +31, Will +32
Defensive Abilities apocalyptic resurrection, fire shield (warm shield), freedom of movement; DR 20/epic, good, and silver; Immune ability damage, ability drain, acid, charm effects, compulsion effects, death effects, disease, energy drain, petrification, poison; Resist cold 30, electricity 30, fire 30; SR 39
OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee Lamentation of the Faithless +58/+58/+53/+48/+43 (2d6+36/17–20), 2 wings +46 (1d6+9 plus energy drain)
Special Attacks energy drain (1 level, DC 36), eruptive arrival, fury of the forsaken
Spell-Like Abilities (CL 28th; concentration +38)
Constant—detect good, fire shield (warm shield), freedom of movement, true seeing, unholy aura (DC 28)
At will—astral projection, blasphemy (DC 27), desecrate, greater dispel magic, greater teleport, shapechange, spiritual weapon, telekinesis (DC 25), unhallow, unholy blight (DC 24)
3/day—blade barrier (DC 26), fire storm (DC 28), incendiary cloud (DC 28), plane shift (DC 27), summon daemon, quickened telekinesis (DC 25)
1/day—meteor swarm (DC 29), time stop, wish
STATISTICS
Str 46, Dex 29, Con 40, Int 29, Wis 30, Cha 31
Base Atk +33; CMB +51; CMD 86
Feats Blinding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Critical Mastery, Flyby Attack, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Critical (greatsword), Improved Initiative, Mounted Combat, Quicken Spell-Like Ability (telekinesis), Ride-By Attack, Spirited Charge, Staggering Critical, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills Acrobatics +45, Bluff +46, Fly +49, Intimidate +46, Knowledge (arcana, engineering, history, religion) +42, Knowledge (planes) +45, Perception +46, Ride +45, Sense Motive +46, Spellcraft +42, Stealth +45, Use Magic Device +46
Languages Abyssal, Celestial, Common, Infernal; telepathy 300 ft.
SQ corrupted flames, warmonger
ECOLOGY
Environment any (Abaddon)
Organization solitary or mounted (Szuriel and the Red Horse)
Treasure triple (Lamentation of the Faithless, other treasure)
SPECIAL ABILITIES
Apocalyptic Resurrection (Ex) If a Horseman is killed, its body withers away into rot and corruption, leaving behind any gear it held or carried, while it is immediately restored to life (as per true resurrection) in a location of its choice in its domain. A Horseman can’t use this ability again for 1 year and avoids direct combat if possible until that year has passed. If slain again within 1 year or if killed by unusual methods (such as by a true deity, an artifact created for this purpose, or another Horseman), a Horseman is slain forever. When this occurs, the CRs of the three remaining Horsemen immediately increase by 1 (typically via gaining a few Hit Dice and perhaps increasing some ability scores by 2 to 4 points), while an entirely new Horseman ascends to the vacant role as a CR 27 demigod with its own unique abilities.
Corrupted Flames (Su) Channeling the fury and sorrow of those devoured within the boundaries of her domain, Szuriel’s touch corrupts the very essence of fire. Any spell-like ability or supernatural effect used by Szuriel that normally causes fire damage deals half of that damage as fire damage and half of it as profane damage that is not subject to energy resistance or fire immunity.
Eruptive Arrival (Su) When Szuriel uses any teleportation effect, she can create a pyroclastic detonation upon arrival as a swift action. This creates a blast of fire that deals 20d6 points of fire damage to all creatures within a 30-foot radius (Reflex DC 41 half). Szuriel can selectively omit creatures from this effect as she chooses, though she rarely does, enjoying the carnage and death of even her own allies. The save DC is Constitution-based.
Frightful Presence (Su) A Horseman can activate its frightful presence as a free action as part of any attack, spell-like ability, or special attack, or by speaking aloud.
Fury of the Forsaken (Su) As a standard action once per day, Szuriel can instill all non-daemons within a 60-foot radius of herself with a mind-twisting rage and lust for blood. Affected creatures gain a +4 morale bonus to Strength and Constitution and a –2 penalty to AC, and they are compelled to attack the nearest creature regardless of any previous allegiances. A creature can resist this effect with a successful DC 36 Will save; otherwise, it persists as long as Szuriel remains within line of sight. When the effect ends, an affected creature becomes fatigued. This is a mind-affecting compulsion effect and does not stack with barbarian rage, the rage spell, or similar effects. The save DC is Charisma-based.
Summon Daemon (Sp) Three times per day as a swift action, a Horseman can summon any daemon or combination of daemons whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.
Warmonger (Ex) Szuriel is proficient with all weapons, and is treated as a 20th-level fighter for the purpose of qualifying for feats that require a minimum fighter level as a prerequisite.
 

Horseman of Pestilence, Apollyon

This muscular figure has a skeletal ram’s head and a cloud of flies spews from his mouth.

Apollyon has ruled for eons, since he seized his throne and slew all potential rivals following the disappearance of his presumed-dead predecessor. The Horseman of Pestilence is also known as the Prince of Plagues, and rules from his domain of the Plaguemere, a vast realm of swamps, flooded forests, and shallow, acidic oceans. His citadel, the Throne of Flies, is carved from a titanic spinal column and set of ribs, rumored to be those of a dead god of healing or a protean lord slaughtered by the Four and dragged back to Abaddon to feast upon. While other horsemen engage in more overt acts of brutality against the mortals of the Material Plane, Apollyon and his servitors focus instead on their distinct form of creation: the crafting of new diseases and plagues capable of doing the daemons’ work for them, spreading across the Material Plane in virulent pandemics. Less known is the fact that these acts of creation also extend to artifacts and magical items intended to corrupt their recipients, and even larger metaphysical infestations that work within the goddess of death’s system to taint souls and condemn them to Abaddon after judgment. Apollyon frequently sends his minions to the Material Plane, and their actions there leave behind contagious diseases long after they’re killed or banished. When spreading ever more horrific and virulent plagues, the Horseman is not averse to granting temporary immunity to his mortal cultists in exchange for using them as carriers and living incubators, though this protection is short-lived—eventually, they too fall and their souls are carried to Abaddon amid clouds of corpse flies.

APOLLYON'S CULT
Apollyon is worshiped by those who carry, suffer from, or use disease, including neutral evil druids, vengeful lepers, wererats and the like. Apollyon also commands the allegiance of a significant portion of the daemon-worshiping urdefhan race. The Prince of Plagues is served by leukodaemons, his deacon servitor race, as well as astradaemons, diseased undead, monstrous rats, nuckelavees, otyughs, piscodaemons, and all manner of vermin. His unholy symbol is a yellow scythe, and the scythe is also his favored weapon. He grants access to the domains of Air, Darkness, Destruction, and Evil, and to the subdomains of Catastrophe, Daemon, Loss, and Night.

USHER OF THE BLACK RAIN
Slot
none; CL 29th; Weight 12 lbs.; Aura overwhelming all
Apollyon’s weapon is the Usher of the Black Rain. He can cause this weapon to shift from a scythe to a composite longbow (Str +16) as a move action, but in both forms the Usher is a +5 unholy wounding weapon. As a longbow, it creates ammunition automatically as it is fired. Against foes who are currently suffering from a disease, the Usher of the Black Rain deals an additional 6 points of profane damage with each hit.
DESTRUCTION
The Usher of the Black Rain burns to ash if Apollyon’s cloak (which was stitched from the flesh of the angels whose souls empower his bow) is brought to Nirvana, washed clean there, and then buried while intoning each dead angel’s long-forgotten name.

CR 29 XP 6,553,600
NE Medium outsider (daemon, evil, extraplanar)
        Within Apollyon's realm of Plaguemere?  Yes/No
Init +12; Senses darkvision 60 ft., detect good, true seeing; Perception +49
Aura frightful presence (120 ft., DC 38), plague shadow (10 ft.), unholy aura (DC 29)
DEFENSE
AC 47, touch 35, flat-footed 38 (+4 deflection, +8 Dex, +1 dodge, +12 natural, +12 profane)
hp 717 (35d10+525); regeneration 30 (deific or mythic)
Fort +38, Ref +23, Will +34
Defensive Abilities apocalyptic resurrection, freedom of movement; DR 20/epic, good, and silver; Immune ability damage, ability drain, acid, charm effects, compulsion effects, death effects, disease, energy drain, petrification, poison; Resist cold 30, electricity 30, fire 30; SR 40
OFFENSE
Speed 50 ft., fly 30 ft. (good)
Melee Usher of the Black Rain (scythe) +56/+51/+46/+41 (2d4+29/19–20/×4), bite +46 (6d6+8 plus energy drain and disease), gore +46 (4d6+8)
Ranged Usher of the Black Rain (longbow) +48/+43/+38/+33 (1d8+21/×3)
Special Attacks breath of flies, disease, energy drain (1d4 levels, DC 38), father of plagues
Spell-Like Abilities (CL 29th; concentration +40)
Constant—detect good, freedom of movement, true seeing, unholy aura (DC 29)
At will—astral projection, blasphemy (DC 28), creeping doom (DC 28), desecrate, contagion (DC 24), greater dispel magic, greater teleport, shapechange, telekinesis (DC 26), unhallow, unholy blight (DC 25)
3/day—quickened epidemic (DC 27), quickened plague storm (DC 27), soul bind (DC 30), summon daemon
1/day—cursed earth (DC 30), time stop, wish
STATISTICS
Str 42, Dex 27, Con 40, Int 31, Wis 32, Cha 33
Base Atk +35; CMB +51; CMD 86
Feats Combat Expertise, Combat Reflexes, Critical Focus, Deadly Aim, Dodge, Flyby Attack, Improved Critical (scythe), Improved Initiative, Mobility, Mounted Archery, Mounted Combat, Point-Blank Shot, Power Attack, Quicken Spell-Like Ability (epidemic, plague storm), Ride-By Attack, Sickening Critical, Spirited Charge
Skills Acrobatics +43, Bluff +49, Diplomacy +46, Fly +50, Intimidate +49, Knowledge (arcana, engineering, history, religion) +45, Knowledge (planes) +48, Perception +49, Ride +46, Sense Motive +49, Spellcraft +48, Stealth +46, Use Magic Device +49
Languages Abyssal, Celestial, Common, Infernal; telepathy 300 ft.
ECOLOGY
Environment any (Abaddon)
Organization solitary or mounted (Apollyon and the White Horse)
Treasure triple (Usher of the Black Rain, other treasure)
SPECIAL ABILITIES
Apocalyptic Resurrection (Ex) If a Horseman is killed, its body withers away into rot and corruption, leaving behind any gear it held or carried, while it is immediately restored to life (as per true resurrection) in a location of its choice in its domain. A Horseman can’t use this ability again for 1 year and avoids direct combat if possible until that year has passed. If slain again within 1 year or if killed by unusual methods (such as by a true deity, an artifact created for this purpose, or another Horseman), a Horseman is slain forever. When this occurs, the CRs of the three remaining Horsemen immediately increase by 1 (typically via gaining a few Hit Dice and perhaps increasing some ability scores by 2 to 4 points), while an entirely new Horseman ascends to the vacant role as a CR 27 demigod with its own unique abilities.
Breath of Flies (Su) Every 1d4 rounds as a move action, Apollyon can exhale a cloud of flies in a 60-foot cone. Those caught in the area take 18d6 points of piercing damage from the bites and are nauseated for 1d4 rounds. A creature that succeeds at a DC 42 Reflex save takes half the normal damage and negates the nausea effect. Any creature that takes any damage at all from the flies is automatically sickened for 1 minute. The flies linger for 1d4+1 rounds, gathering at the start of Apollyon’s next turn into a buzzing 20-foot-square cloud centered on the cone’s point of origin. Any creature that ends its turn in this cloud must succeed at a DC 42 Reflex save or take 9d6 points of piercing damage and become sickened for 1 minute. This cloud of flies can be dispersed by any area effect that deals damage or creates strong or stronger wind. All daemons and apocalypse horses are immune to the effects of breath of flies. The save DCs are Constitution-based.
Disease (Ex) Those bitten by Apollyon risk contracting soul plague, a deadly affliction that causes flesh to rot and drip away and that fills the sufferer with overwhelming despair and nausea. The soul of a creature that dies from soul plague is consigned to Abaddon to become one of the hunted of that realm, regardless of the victim’s actual alignment and religion in life. Soul plague can be cured via magic but cannot be cured through normal rest.
Soul Plague: Bite—injury; save Fort DC 42; onset immediate; frequency 1/day; effect 1d8 Con drain and nauseated for 24 hours. The save DC is Constitution-based.
Father of Plagues (Sp) As a swift action (but no more than once per day per target), Apollyon can inflict upon a single target within 60 feet any disease that the creature has ever previously suffered, unless the target succeeds at a DC 38 Fortitude save. The onset is immediate and this ability affects creatures immune to disease unless they are of demigod or greater stature, though creatures immune to disease gain a +4 bonus on their saving throws. The save DC is Charisma-based.
Frightful Presence (Su) A Horseman can activate its frightful presence as a free action as part of any attack, spell-like ability, or special attack, or by speaking aloud.
Plague Shadow (Su) Apollyon is surrounded by a carpet of plague-ridden vermin that bubbles up from the ground at his feet. Creatures within a 10-foot radius of Apollyon are subject to damage from this swarm. Any creatures in the area occupied by the plague shadow at the end of Apollyon’s turn take 5d6 points of swarm damage and must succeed at a DC 38 Fortitude save or be nauseated for 1 round. The save DC is Charisma-based.
Summon Daemon (Sp) Three times per day as a swift action, a Horseman can summon any daemon or combination of daemons whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.
 

Horseman of Death, Charon

This ancient figure is dressed in black, and its eyes are sunken pits that glint with malevolent cunning.

Charon, the Horseman of Death and Boatman of the Styx, is ancient even by comparison to his kindred Horsemen. Of all the Four, he alone was an original Horseman, the first—and only—Lord of Death. Yet Charon’s title obfuscates his true focus: not simply death as a whole, which is the purview of all daemons, but specifically death by old age. Even the most virile mortals must eventually succumb to that looming specter, and in this sense, it’s unsurprising that the Boatman remains the most powerful of the Four. Like mortality’s inevitable end, Charon’s patience is legendary. Charon resembles his thanadaemons, and most presume that he modeled them after himself. Charon, however, is so ancient as to have preceded the creation of humanoid life and thus his current form is likely nothing more than a modern guise, with his original form long discarded. Daemons in Charon’s service range far and wide across Abaddon, often riding the Styx to other reaches of the cosmos, hunting souls in his name. Unlike those of the other Horsemen, Charon’s servitors often act in understated and subtle ways, yet they harvest just as many souls as others. When approached independently by a traveler, Charon sometimes simply carries the guest off to be consumed. Other times, however, he makes legitimate deals, though his bargains work toward ends hundreds or thousands of years in the making. Charon’s dealings also serve him well in other ways, with even his fellows among the Four often quietly acquiescing to his authority. In the past, Charon has bargained with dying and desperate divinities, archfiends, empyreal lords, and even the populations of entire worlds, offering them aid in return for payments of souls, knowing all the while that the bargainers were beyond saving anyway. Charon’s domain is the largest of the Four, particularly when one takes into account the fact that the River Styx stretches into or borders the others’ realms, the unclaimed wastes, and the planes beyond. Every branch of the Styx ultimately flows back to Charon’s citadel, the Drowning Court, which comprises hundreds of mobile islands, ships, and floating castles swirling around a massive central whirlpool.

CHARON'S CULT
Charon is worshiped by ferrymen and -women, grave robbers, undertakers, the undead, and so very many doomed and damned would-be immortals. The Horseman of Death is served by thanadaemons, his deacon servitor race, along with fiendish krakens, grim reapers, hags, hydrodaemons, river monsters, and numerous varieties of undead. Charon’s unholy symbol is a skull with coins over its eye sockets, and the quarterstaff is his favored weapon. He grants access to the domains of Death, Evil, Knowledge, and Water, and to the subdomains of Daemon, Ice, Memory, and Undead.

CR 30 XP 9,830,400
NE Medium outsider (daemon, evil, extraplanar)
        Within Charon's realm, the River Styx?  Yes/No
Init +12; Senses darkvision 60 ft., detect good, lifesense, true seeing; Perception +50
Aura frightful presence (120 ft., DC 40), unholy aura (DC 30)
DEFENSE
AC 48, touch 38, flat-footed 40 (+4 deflection, +8 Dex, +10 natural, +16 profane)
hp 774 (36d10+576); regeneration 20 (deific or mythic)
Fort +32, Ref +32, Will +35
Defensive Abilities apocalyptic resurrection, freedom of movement, negative energy affinity, Stygian bond; DR 20/epic, good, and silver; Immune ability damage, ability drain, acid, death effects, disease, energy drain, mind-affecting effects, petrification, poison; Resist cold 30, electricity 30, fire 30; SR 41
OFFENSE
Speed 50 ft., swim 30 ft.; air walk, water walk
Melee +5 spell-stealing unholy quarterstaff +52/+47/+42/+37 (1d6+20/19–20 plus curse of ages), +5 spell-stealing unholy quarterstaff +52/+47/+42 (1d6+20/19–20 plus curse of ages) or touch +51 (curse of ages)
Ranged 4 Stygian bolts +44 (10d6 plus memory loss)
Space 5 ft.; Reach 5 ft.
Special Attacks curse of the ages, memory loss, Stygian bolt
Spell-Like Abilities (CL 30th; concentration +42)
Constant—air walk, detect good, freedom of movement, true seeing, unholy aura (DC 30), water walk
At will—animate dead, astral projection, blasphemy (DC 29), circle of death (DC 28), control undead (DC 29), create greater undead, create undead, desecrate, greater dispel magic, greater teleport, shapechange, telekinesis (DC 27), unhallow, unholy blight (DC 26)
3/day—quickened circle of death (DC 28), plane shift (DC 29), soul bind (DC 31), summon daemon, symbol of death (DC 30), quickened telekinesis (DC 27), wail of the banshee (DC 31)
1/day—time stop, wish
STATISTICS
Str 40, Dex 27, Con 42, Int 35, Wis 32, Cha 35
Base Atk +36; CMB +51 (+55 bull rush); CMD 89 (91 vs. bull rush)
Feats Blinding Critical, Brew Potion, Combat Expertise, Combat Reflexes, Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Critical Focus, Double Slice, Forge Ring, Greater Bull Rush, Greater Two-Weapon Fighting, Improved Bull Rush, Improved Critical (quarterstaff), Improved Initiative, Improved Two-Weapon Fighting, Mounted Combat, Power Attack, Quicken Spell-Like Ability (circle of death, telekinesis), Ride-By Attack, Scribe Scroll, Spirited Charge, Two-Weapon Fighting
Skills Acrobatics +44, Bluff +51, Diplomacy +48, Intimidate +48, Knowledge (arcana, engineering, geography, history, religion) +48, Knowledge (planes) +51, Perception +50, Profession (sailor) +50, Ride +47, Sense Motive +50, Spellcraft +51, Stealth +47, Swim +59, Use Magic Device +51
Languages Abyssal, Celestial, Common, Infernal; telepathy 300 ft.
SQ craft item, reach of the Styx, transform mount
ECOLOGY
Environment any (Abaddon)
Organization solitary or mounted (Charon and the Pale Horse)
Treasure triple (+5 spell-stealing unholy quarterstaff, other treasure)
SPECIAL ABILITIES
Apocalyptic Resurrection (Ex) If a Horseman is killed, its body withers away into rot and corruption, leaving behind any gear it held or carried, while it is immediately restored to life (as per true resurrection) in a location of its choice in its domain. A Horseman can’t use this ability again for 1 year and avoids direct combat if possible until that year has passed. If slain again within 1 year or if killed by unusual methods (such as by a true deity, an artifact created for this purpose, or another Horseman), a Horseman is slain forever. When this occurs, the CRs of the three remaining Horsemen immediately increase by 1 (typically via gaining a few Hit Dice and perhaps increasing some ability scores by 2 to 4 points), while an entirely new Horseman ascends to the vacant role as a CR 27 demigod with its own unique abilities.
Craft Item (Ex) Charon is treated as having all of the item creation feats in the Pathfinder Core Rulebook as well as Craft Construct for the purposes of creating magic items or constructs. These feats are included in his statblock above.
Curse of Ages (Su) The first time in a round that Charon strikes a creature with a weapon or a successful touch attack, that creature must succeed at a DC 40 Fortitude save or instantly grow decrepit and feeble, as if the target suddenly became venerable. The target’s Constitution, Dexterity, and Strength scores are reduced by 6, but its mental ability scores are not increased. If Charon touches or strikes a venerable target (either a naturally venerable creature or a creature suffering from this effect or a similar magical effect), that creature is subjected to memory loss (see below). Curse of the ages is an aging and a curse effect. The save DC is Charisma-based.
Frightful Presence (Su) A Horseman can activate its frightful presence as a free action as part of any attack, spell-like ability, or special attack, or by speaking aloud.
Memory Loss (Su) When Charon strikes a creature with a Stygian bolt or touches or strikes a venerable target, he can affect that creature with memory loss. A creature affected by memory loss must succeed at a DC 40 Will save or gain 2 permanent negative levels as swaths of memory are wiped away. These negative levels are a mind-affecting effect but not a negative energy effect. If these negative levels cause the target’s total number of negative levels to equal or exceed its Hit Dice, instead of dying the target enters a catatonic state that lasts as long as the negative levels from the Stygian bolts continue to cause its total number of negative levels to equal or exceed its Hit Dice. The save DC is Charisma-based.
Reach of the Styx (Su) Once per hour as a standard action, Charon can transport himself and any adjacent creatures—such as passengers on his skiff—to any point touched by the River Styx, even if he is not currently on a plane through which it flows, traveling as if via plane shift.
Stygian Bolt (Su) As a standard action, Charon can spit four blasts of Stygian water from his mouth. Each of these Stygian bolts can target a different creature. These attacks are treated as ranged attacks with a range increment of 100 feet. On a hit, a Stygian bolt deals 10d6 points of bludgeoning damage and inflicts memory loss.
Stygian Bond (Ex) Charon’s regeneration cannot be overcome by any means when he is in physical contact with the River Styx or when he is aboard his skiff while on the River Styx.
Summon Daemon (Sp) Three times per day as a swift action, a Horseman can summon any daemon or combination of daemons whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.
Transform Mount (Su) As a swift action, Charon can cause his mount, the Pale Horse, to transform into a skiff that can carry up to four passengers plus himself. He can also transform this skiff back into the Pale Horse as a swift action, in which case he automatically mounts the Pale Horse and any passengers or cargo in the skiff are dumped into adjacent squares.