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dailycharacteroption · 2 years ago
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Class Feature Friday: Ardril, the Would-Be King (Champion Legendary Medium Spirit)
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(art by PReilly on DeviantArt)
 With the champion spirit being what it is, it was surely inevitable that there would be a dragon slayer available to those seeking the power of a legendary warrior.
Unfortunately, little information is given about Ardril, the Would-Be King (not to be confused with Ardril Hestram of the Pathfinder Society), but she was an Ulfen warrior of great reknown, elevated to the status of folk hero after slaying several linnorms on her own.
This would normally qualify her as a Linnorm King several times over, giving her the right to stake her claim on her own private nation within the region. However, Ardril refused such accolades, asserting that she would only take a throne after she had slayed the legendary Fafnheir, the so-called “Father of Linnorms”.
However, the other Linnorm Kings, fearful of losing their positions of power should she succeed, or more likely, abandon that quest and take all that she was owed, sent soldiers to slay her. Though heavily injured, she survived this assassination and fled west to the mythologized Ulfen colony of Valen.
Given that she is now a legendary spirit, it can be assumed that she passed away on the trip or after arriving in Valen, but it wouldn’t be the first time mediums have called upon a spirit of a living person of legend, drawing upon the psychic impression of their deeds. Ardril’s fate is not officially recorded in the setting.
Interestingly, because of the colony’s location on the continent of Arcadia, Ardril’s spirit has spread among Arcadian mediums seeking the power of a foreign warrior and dragonslayer.
As we will see, Ardril is quite a powerful spirit for those seeking the power to take down single opponents.
 As a former Linnorm King in all but actual landed title, it only makes sense that in order to attract Ardril’s call, one must defeat a dragon of sufficient might without any assistance, and then endure Ardril’s memories of resisting countless linnorm death curses. Only then will she answer the medium’s call.
She also offers a special taboo to those seeking more power. Requiring the medium to never seek or accept positions of power while bonded to her. Easy enough for a warrior not interested in authoritative power, not so much for those seeking prestige.
A master of single combat, Ardril grants the medium the ability to challenge foes in a way similar to cavaliers, though in addition to the bonus damage to their chosen target, they also pierce any damage resistance and bolster their own resistances as well.
To the most powerful mediums, however, Ardril grants an additional boon in the form of souped-up versions of the minor linnorm death curses that some barbarians tap into, charging their weapons with deadly energy and promising two crippling magical curses to those that knock them unconscious or kill them.
Interested in a medium that can challenge like a cavalier? This legendary spirit certainly offers that. You’ll have to rely on what weapon proficiencies you have, but the potential for bonus damage against high-priority targets is there. The improved death curses at high level also offer bonus energy damage and a nice bite-back when you finally go down. As such, a tanky build comes to mind, favoring the champion and occasionally the guardian spirit, maybe occasionally the hierophant as well.
 Now, obviously like most legendary spirits, there is plenty of lore behind them, but it’s easy enough to reflavor any famous dragon slayer or knight as the source of this character option.
Also, consider why your character decided to pursue this spirit in the first place. Did they seek to emulate such a legendary hero? Do they share the same sense of honor, or merely reflect it when channeling the spirit? Perhaps they come from a place where duels are common and they wanted an edge in single combat?
 Driven out of his clan for “hearing voices”, Margak the ogre was forced to venture out on his own, learning to survive with the help of the whispers that gave him advice and even guided his body sometimes. After a harrowing encounter with a dragon that he only barely won, he heard a new voice, one claiming to be a mighty dragonslayer.
 A dragonslaying spirit called Ser Magnora has a special request for those who wish to become a vessel for her. Such interested mediums must retrieve her old sword, which is currently buried in the heart of the purrodaemon that slew her, who now wears the weapon as one of it’s many grim prizes.
 Not long after the Wyrmblood pact, a bond of lasting peace between the mortals and dragons of Vindmere, was signed, rumors began to creep in that a legendary dragonslayer long thought dead had returned. In truth, the spirit of the dragonslayer has taken over the medium that sought to channel them, and aims to disrupt the peace between the two groups.
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paperanddice · 1 year ago
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The last two currently known daemons, and some of the more striking and powerful ones.
Purrodaemons are creatures of war, seeking to spark and prolong large scale conflict through trickery or direct action as needed. They are exceptional tacticians, able to devise strategies that will win battles most effectively, but often instead choose ones that will maximize destruction to both sides to ensure the most death possible. They look like a vulture-headed giant, standing between 11 and 13 feet tall typically, and always have a number of weapons impaled within their own bodies. These weapons are carefully chosen, only being those the purrodaemon takes pride in, often stolen in battle from powerful enemies. They will usually choose one as their favorite to use in battle, and the others will be telekinetically hurled at enemies outside of their reach.
Thanadaemons represent the true inevitability of death. None can truly live forever, as old age will eventually take any who do not manage to bypass it with undeath or other powerful magic or transformations, but even in such cases death follows close to claim its due. Thanadaemons stalk those at the end of their lives, ready to claim the soul and tempt it to join the daemonic forces. Between these hunts they ply the waters, piloting strange skiffs that can bypass the barriers between the world and the Abyss. If you want to travel to that demonic realm for some reason, a thanadaemon will be happy to oblige for a reasonable price. Though be careful, as the price may be renegotiated on the water, and exiting the skiff wherever the thanadaemon has paused is ill advised. Thanadaemons look like a cloaked, horned skeleton, each carrying an ornate staff that functions as a boat oar for their skiff.
Inspired by the Pathfinder 1e Bestiary 2. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Purrodaemon  Large 10th level wrecker [demon]  Initiative: +15 Body Weapon +17 vs. AC (2 attacks) - 70 damage. Natural Even Hit: The target also takes 20 ongoing damage. R: Hurl Weapon +15 vs. AC (one nearby or far away enemy) - 70 damage. Hit or miss, the purrodaemon expends one sheathed weapon Natural Even Hit or Miss: The purrodaemon can make a second hurl weapon attack as a free action as it recalls the weapon to itself, regaining the sheathed weapon. Body Sheath: The purrodaemon can sheath weapons in its own body without harming itself. It starts a battle with 8 sheathed weapons, and can hold a maximum of 10. A sheathed weapon can be stolen by spending an action to make a DC 30 skill check. [Special Trigger] Twist the Blade +15 vs. PD - The triggering attack misses and has no effect against the purrodaemon, and the target’s weapon is sheathed in the purrodaemon’s body. The purrodaemon can’t use this attack unless it has fewer than 10 sheathed weapons. Limited Use: 1/round, as an interrupt action when an enemy makes a melee weapon attack against the purrodaemon and rolls a natural odd attack roll. Fear Aura: Enemies engaged with the purrodaemon who are below 72 hit points are dazed and can’t use the escalation die. Flight. Resist Acid 18+. AC 25 PD 23 MD 22 HP 400
Thanadaemon  Double-strength 7th level spoiler [demon]  Initiative: +10 Oar +13 vs. AC - 40 damage. Natural 14+: The target also takes 15 ongoing negative energy damage. Natural 18+: The target is weakened as long as it’s taking the ongoing negative energy damage. R: Ray of Death +13 vs. PD (one nearby enemy or far away enemy at -2 atk) - 20 ongoing negative energy damage. Natural Even Hit: The target is vulnerable to all damage while taking the ongoing damage. C: Focus Gaze +13 vs. MD (one nearby enemy) - The target is dazed and can’t add the escalation die to its attacks until the start of the thanadaemon’s next turn. Quick Use: 1/round, as a quick action. Crush Soul Gem: 1/battle as a quick action the thanadaemon can crush a soul gem (see cacodaemon), and instead of the normal effect it regains 15 hit points at the start of each of its turns for the rest of the battle. Dimension Door: 1/turn, as a move action, the thanadaemon can teleport to a nearby location it can see. Fear Aura: Enemies engaged with the thanadaemon who are below 36 hit points are dazed and can’t use the escalation die. Flight. Resist Acid and Negative Energy 18+. AC 21 PD 20 MD 20 HP 190
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desertdruidcrafts · 8 years ago
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More fiends, this time Daemons from Pathfinder
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monstersdownthepath · 4 years ago
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Zelishkar has 665 bottle buddies? Any particularly neat ones? :D
Sadly, none of them are really statted out, to my knowledge! It’s just 665 progressively meatier encounters, which I assume caps off with critters like Olethrodaemons, Purrodaemons, and Obscidaemons.
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enddaysengine · 7 years ago
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Eberron Planar Monster (Bestiary 2)
Here’s something that has been sitting in my drafts forever. I just did some touch ups on it since Keith just posted a couple of articles on Eberron’s Planes.
All Planes
Aeon, Akhana
Aeon, Bythos
Aeon, Paracletus
Aeon, Pleroma
Aeon, Theletos
Inevitable, Lhaksharut
Astral Plane
Daemon, Astradaemon*
Daemon, Thanadaemon*
Dragon Horse*
Daanvi, the Perfect Order
Axiomite
Devil, Belier
Inevitable, Arbiter
Inevitable, Kolyarut
Inevitable, Zelekhut
Dal Quor, the Region of Dreams
Animate Dream
Wendigo*
Dolurrh, the Realm of the Dead
Daemon, Astradaemon
Daemon, Cacodaemon
Daemon, Thanadaemon
Demon, Kalavakus
Inevitable, Marut
Petitioner
Soul Eater
Ethereal Plane
Daemon, Thanadaemon*
Dragon Horse*
Fernia, the Sea of Fire
Azata, Brijidine
Azer
Devil, Immolation
Dragon, Magma
Elemental, Magma
Magma Ooze
Rast
Thoqqua
Irian, the Eternal Day
Archon, Star
Jyoti
Shining Child
Kythri, the Churning Chaos
Chaos Beast
Elemental, Lightning
Howler
Protean, Imentesh
Protean, Keketar
Protean, Naunet
Protean, Voidworm
Titan, Elysian
Titan, Thanatotic
Lamannia, the Twilight Forest
Achaierai
Agathion, Avoral
Agathion, Cetaceal
Agathion, Draconal
Agathion, Leonal
Agathion, Silvanshee
Agathion, Vulpinal
Amoebas (all)
Badgers (all)
Bats (all)
Bees (all)
Beetles (all)
Belker
Camel
Centipedes (all)
Cockroaches (all)
Crysmal
Demon, Omox
Dinosaur, Allosaurus
Dinosaur, Compsognathus
Dinosaur, Parasaurolophus
Dinosaur, Tylosaurus
Dragon, Brine
Dragon, Cloud
Dragon, Crystal
Dragonfly, Giant
Elemental, Mud
Fly, Giant
Maggot, Giant
Gars (all)
Hellcat
Hippopotami (all)
Lycanthrope, Werebear
Lycanthrope, Wereboar
Lycanthrope, Weretiger
Mandragora
Megafauna, Arsinoitherium
Megafauna, Glyptodon
Megafauna, Megaloceros
Megafauna, Megatherium
Mihstu
Moonflower
Mosquitos (all)
Pech
Phycomid
Primates (all)
Qlippoth, Cythnigot
Quickwood
Ram
Rays (all)
Sandman
Scorpions (all)
Snakes (all)
Solifugids (all)
Spiders (all)
Tendriculos
Ticks (all)
Toads (all)
Turtles (all)
Vipervine
Whales (all)
Xacarba
Xtaby
Mabar, the Endless Night
Bodak
Daemon, Astradaemon
Daemon, Ceustodaemon
Daemon, Derghodaemon
Daemon, Hydrodaemon
Daemon, Leukodaemon
Daemon, Meladaemon
Daemon, Olethrodaemon
Daemon, Piscodaemon
Daemon, Purrodaemon
Daemon, Thanadaemon
Demon, Vrolikai
Dragon, Umbral
Nightshade, Nightcrawler
Nightshade, Nightwalker
Nightshade, Nightwave
Nightshade, Nightwing
Sceaduinar
Plane of Shadows
Dragon, Umbral
D'ziriak
Gloomwing
Mothman*
Tenebrous Worm
Risia, the Plane of Ice
Elemental, Ice
Wendigo
Shavarath, the Battleground
Archon, Shield
Demon, Shemhzaian
Devil, Accuser
Devil, Handmaiden
Syrania, the Azure Sky
Angel, Cassisian
Angel, Monadic Deva
Angel, Movanic Deva
Mercane
Thelanis, the Faerie Court
Azata, Lyrakien
Brownie
Forlarren
Gremlin, Jinkin
Gremlin, Nuglub
Gremlin, Pugwampi
Gremlin, Vexgit
Grig
Jabberwock
Kelpie
Korred
Leprechaun
Lurker in the Light
Nereid
Quickling
Redcap
Sard
Thrasfyr
Triton
Twigjack
Xoriat, the Realm of Madness
Denizen of Leng
Hound of Tindalos
Leng Spider
Mu Spore
Neh-Thalggu
Qlippoth, Augnagar
Qlippoth, Chernobue
Qlippoth, Iathavos
Qlippoth, Nyogoth
Qlippoth, Shoggti
Qlippoth, Thulgant
* Not native to this plane, but can travel there using spell-like or supernatural abilities
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