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Daemon, Auraldaemon
Skuttling on multiple legs this cricket-like creature trills a haunting song…

Auraldaemon (CR 4; XP 1,200)
NE Large outsider (daemon, evil, extraplanar)
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +11
Defense
AC 18, touch 12, flat-footed 15
(+3 Dex, +6 natural, -1 size)
hp 38 (4d10+16)
Fort +5, Ref +7, Will +6
DR 5/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 15
Offense
Speed 40 ft., climb 20 ft.; jumping
Melee bite +8 (1d4+5), 2 claws +8 (1d6+5)
Space 10 ft.; Reach 5 ft.
Special Attacks music 22 rounds/day (free action; countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, suggestion)
Spell-Like Abilities (CL 4th; concentration +8)
1/day—dimension door, summon (level 2, 1 auraldaemon only, 30%)
Spells Known (CL 6th; concentration +10)
2nd (4/day)—hypnotic pattern (W-DC 16), scare (W-DC 16), silence (W-DC 16), suggestion (W-DC 17)
1st (5/day)—cause fear (W-DC 15), charm person (W-DC 16), hypnotism (W-DC 16), lesser confusion (W-DC 16)
0th (at will)—daze (W-DC 15), lullaby (W-DC 15), mage hand, prestidigitation, read magic, resistance
Statistics
Str 20, Dex 16, Con 18, Int 11, Wis 10, Cha 19
Base Atk +4; CMB +10; CMD 23 (31 vs. trip)
Feats Iron Will, Spell Focus (enchantment)
Skills Acrobatics +11 (+25 jumping), Climb +16, Perception +11, Perform (sing) +15, Perform (string instruments) +15, Stealth +10
Languages Abyssal, Draconic, Infernal; telepathy
Ecology
Environment planes (Realms Beyond)
Organization solitary, band (2-4), entourage (6-10)
Treasure standard
Special Abilities
Jumping (Ex) Auraldaemons gain a +10 competence bonus to all jump checks and are considered to always have a running start.
Music (Su) Auraldaemons are able to use bardic music as if they were an 8th level bard. They are able to create music with their legs, thereby allowing them to make melee attacks and cast spells while maintaining a bardic performance. They may begin and maintain their bardic performance as a free action.
Spells An auraldaemon casts spells as a 6th level bard. She favors enchantment spells.

Like unholy minstrels of the Realms Beyond, auraldaemons are often found near the sites of great peril and conflict. Their loyalty is affordable, though fickle, and they can regularly switch sides during a conflict to ensure maximum bloodshed and personal profit. When not engaged in the commerce of war in the Realms Beyond, they entertain themselves on the Prime Material by luring mortals, with their magic, into dangerous situations. They are the eternal song of defeat, failure and misfortune as the multiversal Realms.

On Porphyra
The faithful of Neria are often the target of an auraldaemon’s malice as these daemons can tolerate no music other than their own. They have been known to work well with rajuki dancers though as the faithful of the Last Dancer understand well the value of paid accompaniment. The avoodim from Holdfast of the Celestial Parishes sometimes leave gifts to auraldaemons on the battlefield as the find the music of the auraldaemon strangely comforting to their eternal despair and mortal plight.