Family: Daemons

Medium fiend (daemon), neutral evil

Armor Class 14
Hit Points 97 (15d8 + 30)
Speed 0 ft., fly 40 ft. (hover)

7 (-2) 19 (+4) 14 (+2) 13 (+1) 16 (+3) 16 (+3)

Saving Throws Wis +6, Cha +6
Skills Stealth +7
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 13
Languages Abyssal, Infernal; telepathy 120 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3


  • Aura of Unmaking. The senidaemon radiates entropic energy, threatening the physical and spiritual integrity of living things within 30 feet of it. The senidaemon can manifest this aura in one of two ways: unraveling or heat shimmer. The senidaemon can activate or deactivate the aura, or change its manifestation, as a bonus action. A creature that starts its turn in the aura or enters the aura for the first time on a turn must succeed on a DC 13 Constitution saving throw. If the senidaemon is emitting an unraveling aura, the creature takes 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. If it is emitting a heat shimmer, the creature gains a level of exhaustion on a failed save, unless it is immune to fire damage. The exhaustion remains until the creature starts its turn outside the senidaemon’s heat shimmer aura. A creature that dies inside the Aura of Unmaking becomes cursed. Until the curse is lifted, the caster of a spell intended to restore the creature to life must succeed on a DC 14 Intelligence (Religion) check. On a failure, the spell is wasted.
  • Incorporeal Movement. The senidaemon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Innate Spellcasting. The senidaemon’s innate spellcasting ability is Charisma (spell save DC 14). The senidaemon can innately cast the following spells, requiring only somatic components:


  • Multiattack. The senidaemon makes two molten hand attacks.
  • Molten Hand. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) fire damage plus 7 (2d6) necrotic damage.


  • Malignant Entropy. When the senidaemon takes acid, cold, radiant, bludgeoning, piercing, or slashing damage, the senidaemon glows faintly as it converts the damage it took into raw power. Until the end of its next turn, the senidaemon’s molten hand attacks deal additional fire damage equal to the number of damage dice rolled in the triggering attack or effect.


Senidaemons lack strong emotion or wit or even most trappings of individuality.

Rather, their lives are as hollow as their forms, their alien minds unconcerned with hope, meaning, or even survival. Senidaemons exist to destroy, and if one believes a course of action leading to its death would lead toward a faster extinction of the universe than would its survival, it will go unfalteringly to its demise.

Senidaemons are masters of stealth, bodiless, and shrouded in perpetual silence. They care nothing for spectacle or creativity, and their methods of destruction are brutally direct: They bide their time in hiding, and when the opportunity presents itself, they absorb energy and transform it into its most disorderly form-heat-upon which they use their blazing hands to wreak further injury and devastation.

These daemons embody death at the merciless hands of the laws of nature the inexorable march of entropy itself.

Senidaemons are horrifying to look upon, their insubstantial bodies as devoid of light and color as the deepest spaces between stars.

Section 15: Copyright Notice

Battlezoo Bestiary (5E) © 2022, Skyscraper Studios, Inc.; Authors: William Fischer, Stephen Glicker, Paul Hughes, Patrick Renie, Sen.H.H.S., and Mark Seifter.

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