Daemon, Locusdaemon

Family: Daemons

Medium fiend (daemon), neutral evil

Armor Class 18 (natural armor)
Hit Points 190 (20d8+100)
Speed 0 ft., fly 60 ft.

22 (+6) 16 (+3) 20 (+5) 14 (+2) 13 (+1) 20 (+5)

Saving Throws Cha +10
Skills Stealth +8
Damage Resistances lightning
Damage Immunities cold, fire, bludgeoning, piercing and slashing from nonmagical weapons
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Draconic, Infernal, telepathy 100 ft.
Challenge 13 (10,000 XP)


  • Gravitic Aura. The locusdeamon radiates a 30-foot aura of attraction that impedes any movement away from the creature. This manifests as either a gravitational pull or a rush of air responding to lower pressure. Any creature that attempts to move away from a locusdaemon while inside this aura must succeed on a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. This roll must be attempted each time a character inside the aura moves (so each move action, each Dash action, etc). Failure indicates the character cannot move away from the locusdaemon, although she can move around it or toward it. Creatures that specifically ignore gravity or have magical flight speeds ignore this effect. The daemon’s reverse gravity ability pushes creatures up and away from it without interference from this aura.
  • Innate Spellcasting. The locusdaemon’s innate spellcasting ability is Charisma (spell save DC 18). The locusdaemon can innately cast the following spells, requiring no material components:
  • Spacefaring. The locusdaemon does not need to eat, breathe, or sleep. It can survive comfortably in the vacuum of space.
  • Tidal Lock. The locusdaemon never takes extra damage or effects from critical hits, nor does it take extra damage from Sneak Attack or similar abilities.


  • Multiattack. The locusdaemon makes 3 slam attacks.
  • Slam. Melee Weapon Attack: +11 to hit, 5 ft. reach, 1 target. Hit: 15 (2d8 + 6) bludgeoning damage and 9 (2d8) fire or cold damage. On a critical hit, the locusdaemon selects one worn piece of the target’s equipment. It is damaged and does not provide any benefit until it is repaired during a short or long rest.


This hideously deformed creature is wracked by agony, its flesh simultaneously frozen solid and burned black, disintegrating into the void and calcifying into tormented necrotic tissue pierced with scores of tiny holes as if by projectiles shot at incredible speed. Flaring light shines from half of the creature’s body from an unseen source. The shattered remnants of survival gear hang about its battered body.

Most creatures facing death maintain some sort of hope for a better outcome until their very last breath. For those unfortunate souls forced into outer space with no protection, there is neither breath nor hope. The instant lethality of such a threat sometimes empowers fiendish souls waiting to manifest at such a sudden and inescapable demise. Locusdaemons embody the concept of death in outer space, whether by collision with high-speed debris, exposure to extreme temperatures, or instant suffocation.

Architects of Cataclysm. Locusdaemons fit loosely into the hierarchy of daemonkind. Exclusive to apocalyptic errands in space, they observe (and frequently engineer) cataclysmic events, teleporting to survivors to prevent any effort to rescue them. Their most common interaction with mortals is when spacefaring cults seeking apocalypse summon them to aid in the destruction of an entire world or massive interstellar vessel.

Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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