Daemon, Thanadaemon

Family: Daemons

Faces of races long dead swim in the regal red cloak of this black-and-blue skeleton, its armor as fiendish as the diabolically twisting energy vortex in its right eye socket.

Medium fiend (daemon), neutral evil

Armor Class 16 (natural armor)
Hit Points 57 (6d8 + 30)
Speed 30 ft.

15 (+2) 16 (+3) 20 (+5) 17 (+3) 17 (+3) 18 (+4)

Saving Throws Dexterity +6, Intelligence +6, Wisdom +6
Skills Deception +7, Insight +6, Perception +6
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from attacks that aren’t cold iron or silvered
Damage Immunities acid, necrotic, poison
Condition Immunities poisoned; Senses darkvision 60 ft., passive Perception 16
Languages Abyssal, Common, Deep Speech, Draconic, Infernal, telepathy 100 ft.
Challenge 6 (2,300 XP)

Special Traits

  • Magic Resistance. The thanadaemon has advantage on saving throws against spells and other magical effects.


  • Multiattack. The thanadaemon uses its paralyzing gaze then makes two evil staff attacks or two claw attacks.
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 5 (1d10) necrotic damage.
  • Evil Staff. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 5 (1d10) necrotic damage.
  • Paralyzing Gaze. The thanadaemon fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 15 Wisdom saving throw against this magic or become paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the thanadaemon‘s gaze for the next 24 hours.

These potent fiends run ferries across the dark waters of the River Styx, transporting the newly dead to the Abyss or Hell on vessels made from bones stripped clean of flesh by cacodaemons or carved out of the aged wood from the first trees in all of creation. When a conflicted sinner fails to redeem themselves before they die but do not merit an eternity of torment by demons or devils, they are instead made to serve eternal as thanadaemons, the vestiges of their flesh gradually sloughing from their skeletons until only their bones remain. of all the underworld’s natives only thanadaemons are willing to speak to the recently deceased though any that try to best be wary. Attempts to negotiate with these fiends are a dangerous venture-those that have tried and failed are locked away within a thanadaemon’s garments, their souls empowering fiendish abilities until utterly expended.

Section 15: Copyright Notice

Book of True Evil. © 2018 Mike Myler, published under license by Legendary Games.